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A Framework to Design, Develop, and Evaluate Immersive and Collaborative Serious Games in Cultural Heritage

Published: 07 December 2017 Publication History

Abstract

Video games and their design are complex in nature, given the variety of aspects and challenges to face and the different areas of expertise involved. Furthermore, serious games have an even tougher challenge, since the knowledge acquisition has the same importance and relevance as entertainment and pleasure for the players. Serious games in cultural heritage require additional effort to introduce immersivity and collaboration among players.
This article introduces a framework, named FRACH, to conceive, design, and evaluate immersive and collaborative serious games in cultural heritage. In particular, FRACH provides a design framework with steps to follow during the whole process that is from the early design phase to the evaluation phase of a serious game.
We assessed the efficacy of our framework, with a specific case study in cultural heritage, by implementing a section of a serious game named HippocraticaCivitasGame, where players were allowed to visit the thermae of the historical site of San Pietro a Corte and Palazzo Fruscione in the city of Salerno, Italy, and to solve a given puzzle. Results of the game evaluation showed that the game was effective in terms of knowledge acquisition, the participants enjoyed the game, were highly involved in the immersive experience, and, finally, positively rated the idea of using the game for educational learning in the field of cultural heritage.

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cover image Journal on Computing and Cultural Heritage
Journal on Computing and Cultural Heritage   Volume 11, Issue 1
Special Issue on GCH 2016 and Regular Papers
January 2018
116 pages
ISSN:1556-4673
EISSN:1556-4711
DOI:10.1145/3172938
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 07 December 2017
Accepted: 01 March 2017
Revised: 01 March 2017
Received: 01 April 2016
Published in JOCCH Volume 11, Issue 1

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  1. Cultural heritage
  2. game evaluation
  3. game-based learning
  4. serious games

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