Publication details

Serious Games in Cultural Heritage

Authors

ANDERSON Eike MCLOUGHLIN Leigh LIAROKAPIS Fotis PETERS Christopher PETRIDIS Panagiotis DE FREITAS Sara

Year of publication 2009
Type Article in Proceedings
Conference Proc. of the 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST 2009), STARs session
Citation
Web http://www.fi.muni.cz/~liarokap/publications/VASTSTAR2009.pdf
Description Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented.

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