Fostering engagement with cultural heritage through immersive vr and gamification
Springer Series on Cultural Computing, ISSN: 2195-9064, Page: 301-321
2020
- 15Citations
- 43Captures
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Book Chapter Description
Digital games provide a recognised means of engagement and education when addressing challenges in educating and immersing individuals in their own heritages, and those of other cultures. Similarly, gamification techniques, commonly expressed as the addition of game elements to an existing process, have been successfully applied to augment existing resources and programmes. The many examples of gamification or serious games focusing on cultural heritage also highlight the potential benefits of using these principles for the purposes of supporting preservation and learning. In this chapter, we present I-Ulysses, a virtual-reality game designed to engage based around the notable work Ulysses by Irish author James Joyce. The rationale for the selection of Ulysses as a basis for the game’s content and design was two-fold; firstly because of its cultural impact within Ireland, and secondly as its content appeared well-suited to exploration as a virtual reality experience. Facets of gamification are explored in I-Ulysses through key mechanics, including a focus towards virtual worlds and crowd intelligence based on real-world data, to highlight how these principles can be employed for cultural heritage preservation and knowledge transfer. Through feedback obtained from focus groups interacting with I-Ulysses, it can be seen that the gamified mechanics presented through the lens of virtual reality provide an informative and educational guide to Ulysses that would engage and appeal to a wide audience.
Bibliographic Details
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=85085195116&origin=inward; http://dx.doi.org/10.1007/978-3-030-37191-3_16; http://link.springer.com/10.1007/978-3-030-37191-3_16; http://link.springer.com/content/pdf/10.1007/978-3-030-37191-3_16; https://dx.doi.org/10.1007/978-3-030-37191-3_16; https://link.springer.com/chapter/10.1007/978-3-030-37191-3_16
Springer Science and Business Media LLC
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