Serious Games: Valuable Tools for Cultural Heritage

  title={Serious Games: Valuable Tools for Cultural Heritage},
  author={Stavroula Bampatzia and Ioannis Bourlakos and Angeliki Antoniou and Costas Vassilakis and George Lepouras and Manolis Wallace},
Open image in new window Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games… 
'Museum Escape': A Game to Increase Museum Visibility
A peripheral museum with a nevertheless important collection of ancient items, wished to increase its visibility and digital presence in order to become more known and attract new visitors and designed and implemented a museum escape game.
Are these Artworks Similar? Analysing Visitors’ Judgements on Aesthetic Perception with a Digital Game
Findings suggest that, although artwork similarity is very subjective and may vary based on a person’s background, some trends can be identified when considering the subjects’ gender and age, which could have some practical implications; for example, it could be used to support art curators in creating digital exhibitions by grouping artworks in novel, user-centred ways.
Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage
This paper first reviews related literature regarding the application of intrusive versus non-intrusive user evaluation methods, focusing on the REMIND protocol for conducting experiments with museum visitors, and relay the findings when applying the REMind protocol in four gamified cultural heritage applications in the CrossCult project.
An interactive educational platform based on data mining and serious games to contribute to preservation and learning of the Cañari indigenous cultural heritage in Ecuador
According to latest estimates of the UNESCO between 350 and 500 million of persons that belong to indigenous peoples live currently in the world. These peoples have created and the share of the
On How Technology-Powered Storytelling Can Contribute to Cultural Heritage Sustainability across Multiple Venues—Evidence from the CrossCult H2020 Project
Sustainability in Cultural Heritage (CH) is a complex question that needs to be addressed by a group of experts tackling the different issues. In this light, the present work wishes to provide a
Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing Perspective
The results of the evaluation studies revealed that game designers’ decisions, related to visual search, unintentionally favored users with specific cognitive characteristics by influencing their visual and consequently gameplay behavior, resulting in differences in knowledge acquisition.
exhiSTORY: Smart Self-organizing Exhibits
This work presents the system named “exhiSTORY” that intends to provide the appropriate infrastructure to be used in museums and places where exhibitions are held in order to support smart exhibits, and the architecture of the system and its application potential are presented.
Smart preserving of cultural heritage with PACT-ART
This paper makes use of the ubiquity of sensors and IoT devices, combined with advanced predictive analytics in order to manage processes based on their context and to anticipate challenging run-time violations.


Motivating Users to Build Heritage Collections Using Games on Social Networks
Using a Facebook application, it was found that direct competition outperformed a badge system and successfully motivated users to contribute towards a heritage collection.
Cultural Heritage, User Interfaces and Serious Games at CTU Prague
The aim of the activities was to develop a systematic approach to the user interface design for the given class of applications.
An approach for serious game development for cultural heritage: Case study for an archaeological site and museum
The descriptive model to be used as a classification method for games of different characteristics for cultural heritage sites is presented and the model is used for the creation of different cultural heritage games.
A serious game model for cultural heritage
An authoring framework that aims to provide structured support, from content design to final implementation, of the SandBox Serious Game, a conceptual model which relies on a generalization of task-based learning theory, and proposes a top-down methodology for content preparation.
Game based technology to enhance the learning of history and cultural heritage
This work will present an application, using game engine technology, whereby the virtual environment and its interactions are used to promote the learning history of Lokroi, a 36 month project funded by the EC through the Culture2000 Programme.
Personalizing Interactive Digital Storytelling in Archaeological Museums: the CHESS Project
Archaeological museums can be boring to many people because they do not connect to the personal narratives they carry with them and constantly re-build. Indeed, memory institutions need to sustain
Museum Personalization Based on Gaming and Cognitive Styles: The BLUE Experiment
The personalization system, which relies on a Facebook game to infer users' cognitive style, visiting style and interests, and a recommendation algorithm offering sequences of points of interests to visit, is described.
Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters
This paper investigates the potential learning benefit of integrating audience interaction with gaming environments in the immersive space of a dome theater and examines how six factors of the Contextual Model of Learning proposed by Falk & Dierking, can be applied in an integrated schema of group interactivity and game design in immersive learning environments.
Realism and cultural layout in tourism and video games multimedia systems
The heuristic assessment of the design of off-line multimedia systems dealing with the international promotion of cultural heritage, through systems geared towards tourism and entertainment finds quality attributes, realism, synchronic veracity and diachronic credibility to increase communicability in the tourism and videogames industry.