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Everyone Is not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences

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Visual Computing for Cultural Heritage

Part of the book series: Springer Series on Cultural Computing ((SSCC))

Abstract

Serious games and gamification have been proposed as approaches to solve problems in various areas by utilizing game technologies, game design components and even fully fledged games. However, when games are applied in a context outside the gaming sphere where users are not used to game interfaces and game culture, this may cause problems. In the case of cultural heritage applications this may create confusion or even put people off if they don’t understand what to do to take part in the experience. This chapter contributes a synthesized retrospective overview of three successive research and development projects conducted at the University of Skövde since 2007 and will present theoretical frameworks, conceptual studies, and production models for cultural heritage experiences for diverse audiences. In particular, we present a detailed case of a cultural heritage site which has been enhanced by game design concepts and visualizations to provide a richer experience for visitors. The chapter will also show the importance of user experience testing as an integral part of the production cycle in order to ensure a pleasant and understandable visit for visitors with different backgrounds and experiences of video games.

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Wilhelmsson, U., Backlund, P. (2020). Everyone Is not a Gamer! Developing Cultural Heritage Experiences for Diverse Audiences. In: Liarokapis, F., Voulodimos, A., Doulamis, N., Doulamis, A. (eds) Visual Computing for Cultural Heritage. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-37191-3_14

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  • DOI: https://doi.org/10.1007/978-3-030-37191-3_14

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-37190-6

  • Online ISBN: 978-3-030-37191-3

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