2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES) 2016
DOI: 10.1109/vs-games.2016.7590371
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The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study

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Cited by 63 publications
(32 citation statements)
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“…According to Buckland and Hendrix, "a game's purpose may be formulated by the user or by the game's designer" [22]. Paliokas et al [23] believe that serious games can "link directly the museum content with target user groups and fulfil their educational needs" because they are designed to "complement, enhance, or augment the museum experience". Furthermore, gamified learning environments are identified as the most popular approach in servicing museum visitors where technology is seen as an "attractive and effective medium to interpret solid knowledge into pleasure information [23].…”
Section: Pros-game-based Learning (Digital Content)mentioning
confidence: 99%
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“…According to Buckland and Hendrix, "a game's purpose may be formulated by the user or by the game's designer" [22]. Paliokas et al [23] believe that serious games can "link directly the museum content with target user groups and fulfil their educational needs" because they are designed to "complement, enhance, or augment the museum experience". Furthermore, gamified learning environments are identified as the most popular approach in servicing museum visitors where technology is seen as an "attractive and effective medium to interpret solid knowledge into pleasure information [23].…”
Section: Pros-game-based Learning (Digital Content)mentioning
confidence: 99%
“…There are numerous research reports exploring the development, implementation and evaluation of cultural heritage serious games [17,[23][24][25][26][27][28][29]. Furthermore, Schaller makes specific recommendations for designing games for museums, an approach applicable to any culture heritage application [28].…”
Section: Pros-game-based Learning (Digital Content)mentioning
confidence: 99%
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