2017
DOI: 10.52842/conf.ecaade.2017.1.647
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Raising Awareness for Digital Heritage through Serious Game - The Teos of Dionysos

Abstract: In this study, the serious game is conceptualized as a digital medium to convert archaeological knowledge into playable interactions via a case study in the ancient city of Teos. The Teos of Dionysos Game is a digital platform that allows players without specialist computer skills to explore the archaeological knowledge and experience an ancient urban setup. A mythological story about the God Dionysos has been verbally and visually transcribed and adapted for four distinctive settings of this ancient site. The… Show more

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Cited by 5 publications
(3 citation statements)
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“…Ostrakinda is evaluated within the context of Mediterranean geography, similar to the Teos of Dionysos Game, which conveys archaeological knowledge through playable interactions (Varinlioglu et al, 2017), and the Anatolian Journey Game, which explores the Silk Road (Afshar et al, 2021). The ancient Mediterranean subject serves as the motivation for this study, given the richness of Turkey's cultural heritage.…”
Section: Discussionmentioning
confidence: 99%
“…Ostrakinda is evaluated within the context of Mediterranean geography, similar to the Teos of Dionysos Game, which conveys archaeological knowledge through playable interactions (Varinlioglu et al, 2017), and the Anatolian Journey Game, which explores the Silk Road (Afshar et al, 2021). The ancient Mediterranean subject serves as the motivation for this study, given the richness of Turkey's cultural heritage.…”
Section: Discussionmentioning
confidence: 99%
“…This example was created by selecting the ancient city of Teos as a pilot region. It presents, tests, and discusses the mobile platform game application (Dionysos of Teos) produced in the Digital Teos Project (Varinlioğlu, 2017).…”
Section: Related Work Virtual Spacementioning
confidence: 99%
“…This paper is a combined effort incorporating two text-based games designed and implemented by the authors: one on Iranian caravanserais (Eshaghi et al, 2021) and another on Anatolian caravanserais (Vaez Afshar et al, 2021). Also, further research has been published covering other heritage sites: a mobile platform game (Varinlioglu et al, 2017), a virtual reality application (Varinlioglu and Kasali, 2018), and an augmented reality application (Varinlioglu and Halici, 2019). Drawing on the authors' expertise both in the subject of caravanserais and in various immersion and visualization methods, this paper focuses on two components of the Khan Game: GISbased and 360° immersive experiences.…”
Section: Immersion and Visualisation In Heritage Gamementioning
confidence: 99%