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Author Coenen, Tanguy ♦ Mostmans, Lien ♦ Naessens, Kris
Source ACM Digital Library
Content type Text
Publisher Association for Computing Machinery (ACM)
File Format PDF
Copyright Year ©2013
Language English
Subject Domain (in DDC) Computer science, information & general works ♦ Data processing & computer science
Subject Keyword Serious games ♦ Museums ♦ Pervasive games
Abstract This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Also, the application stimulates the visitor to look at cultural heritage elements in a different way, permitting the construction of personal narratives while creating a personal exposition. Using a methodology derived from action research, we present recommendations for the design of similar applications and conclude by proposing a high-level architecture for pervasive serious games applied to cultural heritage.
ISSN 15564673
Age Range 18 to 22 years ♦ above 22 year
Educational Use Research
Education Level UG and PG
Learning Resource Type Article
Publisher Date 2013-05-01
Publisher Place New York
e-ISSN 15564711
Journal Journal on Computing and Cultural Heritage (JOCCH)
Volume Number 6
Issue Number 2
Page Count 19
Starting Page 1
Ending Page 19


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Source: ACM Digital Library