Title
Developing serious games for cultural heritage: a state-of-the-art review
Abstract
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.
Year
DOI
Venue
2010
10.1007/s10055-010-0177-3
Virtual Reality
Keywords
Field
DocType
cultural heritage,augmented reality,artificial intelligent,real time computing
Interactivity,Virtual reality,Cultural heritage,Computer science,Entertainment,Simulation,Augmented reality,Human–computer interaction,User interface,Strengths and weaknesses,Multimedia,Computer graphics
Journal
Volume
Issue
ISSN
14
4
1359-4338
Citations 
PageRank 
References 
56
3.55
96
Authors
6
Name
Order
Citations
PageRank
Eike Falk Anderson114321.30
Leigh McLoughlin2897.83
Fotis Liarokapis335446.39
Christopher Peters4563.55
Panagiotis Petridis521223.75
Sara de Freitas682678.50