Developing serious games for cultural heritage: a state-of-the-art review

This source preferred by Eike Anderson

Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and de Freitas, S.

Editors: Ballin and Macredie

http://eprints.bournemouth.ac.uk/20500/

Journal: Virtual Reality

Volume: 14

Issue: 4

Pages: 255-275

Publisher: Springer

eISSN: 1434-9957

ISSN: 1359-4338

DOI: 10.1007/s10055-010-0177-3

This data was imported from DBLP:

Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C.E., Petridis, P. and Freitas, S.D.

http://eprints.bournemouth.ac.uk/20500/

Journal: Virtual Reality

Volume: 14

Pages: 255-275

DOI: 10.1007/s10055-010-0177-3

This source preferred by Leigh McLoughlin

This data was imported from Scopus:

Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and de Freitas, S.

http://eprints.bournemouth.ac.uk/20500/

Journal: Virtual Reality

Volume: 14

Issue: 4

Pages: 255-275

eISSN: 1434-9957

ISSN: 1359-4338

DOI: 10.1007/s10055-010-0177-3

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. © 2010 Springer-Verlag London Limited.

This data was imported from Web of Science (Lite):

Authors: Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P. and de Freitas, S.

http://eprints.bournemouth.ac.uk/20500/

Journal: VIRTUAL REALITY

Volume: 14

Issue: 4

Pages: 255-275

eISSN: 1434-9957

ISSN: 1359-4338

DOI: 10.1007/s10055-010-0177-3

The data on this page was last updated at 04:40 on November 22, 2017.