Serious Games for and as Cultural Heritage

Contemporary methods of preserving cultural heritage rely highly on digitization and archiving as foundations for developing various virtual heritage applications. During last two decades, video games proved to be an interactive visual media able to incorporate virtual heritage in amazing and highly appealing ways. At the same time, each video game represents a valuable artifact reflecting technological, socioeconomic and historical issues of its creation. Therefore, video games are an essential and integrated part of modern cultural heritage and themselves need preservation efforts. The present paper discusses video games as a modern tool for presenting cultural heritage by integrating art, storytelling and digital technology. It focuses on both entertainment games and serious games for cultural heritage and provides some illustrative examples of such games with discussing their approach and novelty. On the other hand, video games are viewed as interactive artifacts that are a valuable part of the modern cultural heritage, which requires specific efforts for their preservation together with technological platforms and gaming environment.

[1]  B. Barbier Video Games and Heritage: Amateur Preservation? , 2014, Hybrid.

[2]  Katie Salen,et al.  Rules of play: game design fundamentals , 2003 .

[3]  Mary Flanagan,et al.  Citizen Archivists at Play: Game Design for Gathering Metadata for Cultural Heritage Institutions , 2013, DiGRA Conference.

[4]  A. Ogan,et al.  Virtual Environments for Cultural Learning , 2009 .

[5]  Petri Saarikoski,et al.  The Introduction of Computer and Video Games in Museums - Experiences and Possibilities , 2013, HC.

[6]  Julian Togelius,et al.  Experience-Driven Procedural Content Generation , 2011, IEEE Transactions on Affective Computing.

[7]  J. Burton News-game journalism: history, current use and possible futures , 2005 .

[8]  Henry Been-Lirn Duh,et al.  Trends in augmented reality tracking, interaction and display: A review of ten years of ISMAR , 2008, 2008 7th IEEE/ACM International Symposium on Mixed and Augmented Reality.

[9]  Josef Froschauer,et al.  A serious heritage game for art history: Design and evaluation of ThIATRO , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.

[10]  Luc Van Gool,et al.  Populating Ancient Pompeii with Crowds of Virtual Romans , 2007, VAST.

[11]  Jonas Heide Smith,et al.  Understanding Video Games: The Essential Introduction , 2008 .

[12]  Nazlena Mohamad Ali,et al.  Cultural Learning in Virtual Heritage: An Overview , 2011, IVIC.

[13]  Fotis Liarokapis,et al.  Brain-controlled serious games for cultural heritage , 2012, 2012 18th International Conference on Virtual Systems and Multimedia.

[14]  J. Jacobson,et al.  Virtual Heritage: Living in the Past , 2007 .

[15]  Tarja Susi,et al.  Serious Games : An Overview , 2007 .

[16]  Geertje Bekebrede,et al.  The research and evaluation of serious games: Toward a comprehensive methodology , 2014, Br. J. Educ. Technol..

[17]  Jerome P. McDonough,et al.  Preserving Virtual Worlds Final Report , 2010 .

[18]  Maria Economou,et al.  Educational tool or expensive toy? Evaluating VR evaluation and its relevance for virtual heritage , 2006 .

[19]  Fotis Liarokapis,et al.  Serious Games in Cultural Heritage , 2009 .

[20]  Milena Dobreva,et al.  Access to Digital Cultural Heritage:Innovative Applications of Automated Metadata GenerationChapter 1: Digitization of Cultural Heritage – Standards, Institutions, Initiatives , 2012 .

[21]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[22]  Ana Paiva,et al.  Artificial Intelligence and Personalization Opportunities for Serious Games , 2012, AAAI 2012.

[23]  Michiel Hildebrand,et al.  Waisda?: video labeling game , 2013, MM '13.

[24]  Changchun Liu,et al.  Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..

[26]  Helena Granström,et al.  Elements in games for virtual heritage applications , 2013 .

[27]  Henry Lowood,et al.  Before It's Too Late: A Digital Game Preservation White Paper , 2009 .

[28]  Jonas Gloeckner,et al.  Rules Of Play Game Design Fundamentals , 2016 .

[29]  R. Engels,et al.  The benefits of playing video games. , 2014, The American psychologist.

[30]  Wijnand A. IJsselsteijn,et al.  Dynamic Game Balancing by Recognizing Affect , 2008, Fun and Games.

[31]  D. Vossen,et al.  The Nature and Classification of Games , 2005 .

[32]  Tom Apperley Genre and game studies: Toward a critical approach to video game genres , 2006 .

[33]  Boyan Bontchev CUSTOMIZABLE 3D VIDEO GAMES AS EDUCATIONAL SOFTWARE , 2015 .

[34]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.