Skip to main content

Characterization of the Serious Games Applied to the Historical Heritage

  • Conference paper
  • First Online:
Book cover Telematics and Computing (WITCOM 2018)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 944))

Included in the following conference series:

Abstract

At present, interest in the dissemination and appropriation of cultural heritage has increased considerably, seeking to understand the history of the people and make it socially valued. To achieve this goal, technology has become a tool that allows venture and innovate strategies and tools that support these processes of socialization. In this sense serious games, constitute a tool that provides added value to the game, plus the amuse. In the process of dissemination of cultural heritage, serious games are used for events and historical facts of which the ancestors were protagonists are known.

In this paper, the results of a process of exploration and systematic review of different games focused on the theme, presenting the characteristics and priority and relevant elements for a serious game used in the dissemination of historical heritage meets the objective of socialized educate, inform and entertain the user, without forgetting the important role of transmitting the culture of the place and training with the inclusion of technologies.

Another result, serious games can be placed as critical elements in which the quality of cultural learning is assumed, that is why it is of great interest to apply a model with the specific characteristics and elements that ensure quality and main objective of a serious patrimonial and historical games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Anderson, E.F.: Serious games in cultural heritage. In: VAST 2009: 10th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST - State of the Art Reports, Valletta, Malta, pp. 29–48 (2009)

    Google Scholar 

  2. Mayor of Popayán. Honors UNESCO. Recovered 11 of 2017 (2016). http://popayan.gov.co/turistas/informacion-importante/reconocimientos-unesco

  3. Bonilla Castro, E.: Research. Approaches to the construction of the scientific knowledge. Alfaomega, Colombia (2009)

    Google Scholar 

  4. Camacho Ojeda, M., Vidal Caicedo, M.: Using augmented reality and the serious games for the appropriation of heritage, a case in the city of. Educ. Technol. Mag., 6–17 (2016)

    Google Scholar 

  5. César, C.S., et al.: The constructivism in practice. Educational Laboratory - GRAO, IRIE. S.L., Madrid (2000)

    Google Scholar 

  6. Congress Republic of Colombia: Defense and conservation of the historic heritage Act (1959). Retrieved from Unesco: http://www.unesco.org/culture/natlaws/media/pdf/colombia/colombia_ley_163_30_12_1959_spa_orof.pdf

  7. Correa, J., Ibanez, A., Jiménez, E.: Lurquest: application of m-learning technology to the learning of heritage. Didact. Soc. Sci., Geogr. Hist., 109–123 (2006)

    Google Scholar 

  8. Djaouti, D., Alvarez, J., Rampnoux, O., Charvillat, V., Jessel, J.-P.: Serious games & cultural heritage: a case study of prehistoric caves. In: 2009 15th International Conference on Virtual Systems and Multimedia, Vienna, Austria, 9–12 September 2009. IEEE (2009)

    Google Scholar 

  9. Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., De Freitas, S.: Developing serious games for cultural heritage: a state-of-the-art review. Virtual Reality 14(4), 255–275 (2010)

    Article  Google Scholar 

  10. Liarokapis, F., Petridis, P., Andrews, D., de Freitas, S.: Multimodal serious games technologies for cultural heritage. In: Ioannides, M., Magnenat-Thalmann, N., Papagiannakis, G. (eds.) Mixed Reality and Gamification for Cultural Heritage, pp. 371–392. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-49607-8_15

    Chapter  Google Scholar 

  11. Bellotti, F., Berta, R.: A serious game model for cultural heritage. J. Comput. Cult. Herit. (JOCCH) 5(4), (2012)

    Article  Google Scholar 

  12. García Canclini, N.: The social uses of cultural heritage. Ethnological heritage. New perspectives of study, 16–33 (1999)

    Google Scholar 

  13. Goodman, K.: Comprehensive language. Read. Life-Lat. Am. J. (1989)

    Google Scholar 

  14. Ingress (s.f.). https://www.ingress.com/. Retrieved from Ingress

  15. Arnedo, J.: Computer ++ (2015). http://informatica.blogs.uoc.edu/2015/09/25/que-es-un-juego/

  16. Ministry of Culture of Colombia: Ministry of culture of Colombia (2010). Recovered 2017, of Cultural heritage for all, a guide to easy understanding: www.mincultura.gov.co/

  17. Michela, M., Catalanoa, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis, P.: Learning cultural heritage by serious games. J. Cult. Herit. 15(3), 318–325 (2014)

    Article  Google Scholar 

  18. Mortara, M., et al.: Serious Games for cultural heritage: the GaLA activities. In: VAST: International Symposium on Virtual Reality, Archaeology and Intelligent Cultural Heritage - Short and Project Papers. The Eurographics Association (2011)

    Google Scholar 

  19. Prats, L.: The concept of cultural heritage. Ciaderno Soc. Anthropol. (11), 115–130 (2000)

    Google Scholar 

  20. Sanchez Upegui, A.: Introduction: What is Characterize? The North Catholic University Foundation, Medellin (2010)

    Google Scholar 

  21. Vidal Caicedo, M., Camacho Ojeda, M.: Serious videogames for heritage completo appropriation. In: 2015 34th International Conference of the Chilean Computer Science Society (SCCC), Santiago de Chile, pp. 1–6, IEEE (2015)

    Google Scholar 

  22. Mikovec, Z., Slavik, P.: Cultural heritage, user interfaces and serious games at CTU Prague. In: 2009 15th International Conference on Virtual Systems and Multimedia, Vienna, Austria, 9–12 September 2009. IEEE (2009)

    Google Scholar 

  23. Facer, K., Joiner, R., Stanton, J., Reid, J., Hull, R., Kirk, D.: Savannah: mobile gaming and learning? J. Comput. Assist. Learn. 20, 399–409 (2004)

    Article  Google Scholar 

  24. Erstad, O.: The learning lives of digital youth—beyond the formal and informal. Oxf. Rev. Educ. 38, 25–43 (2012)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Claudia Sofia Idrobo C. .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Idrobo C., C.S., Vidal C., M.I., Marceles V., K., Burbano, C.L. (2018). Characterization of the Serious Games Applied to the Historical Heritage. In: Mata-Rivera, M., Zagal-Flores, R. (eds) Telematics and Computing . WITCOM 2018. Communications in Computer and Information Science, vol 944. Springer, Cham. https://doi.org/10.1007/978-3-030-03763-5_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-03763-5_12

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-03762-8

  • Online ISBN: 978-3-030-03763-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics