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Serious Games: Valuable Tools for Cultural Heritage

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Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10056))

Abstract

Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.

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Acknowledgment

This research has been performed within the CrossCult: “Empowering reuse of digital cultural heritage in context-aware crosscuts of European history”, funded by the European Union’s Horizon 2020 research and innovation program.

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Correspondence to Stavroula Bampatzia .

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Bampatzia, S., Bourlakos, I., Antoniou, A., Vassilakis, C., Lepouras, G., Wallace, M. (2016). Serious Games: Valuable Tools for Cultural Heritage. In: Bottino, R., Jeuring, J., Veltkamp, R. (eds) Games and Learning Alliance. GALA 2016. Lecture Notes in Computer Science(), vol 10056. Springer, Cham. https://doi.org/10.1007/978-3-319-50182-6_30

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  • DOI: https://doi.org/10.1007/978-3-319-50182-6_30

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-50181-9

  • Online ISBN: 978-3-319-50182-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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