The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study

I. Paliokas, Stella Sylaiou
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引用次数: 70

Abstract

Serious Games (SGs) have been widely adopted in cultural settings and museums, especially the last five years. It is expected that SG can link directly the museum content with target user groups and can fulfill their educational needs. This paper aims to present a systematic mapping study on modern museum gaming technologies and applications. More specifically, focus is given on the use of Serious Games (SGs) by the visitors during exhibition navigation and exploration of museum's cultural and educational content. Major analysis criteria and review findings include game goals, purpose of use, scope, user acceptance and educational effectiveness. A pool of 48 quality literature publications were set under examination. It was found that most solutions were game-based than play-based and that both genres had educational benefits on offer. Also, the frequency of relevant publications per year was increasing from year 2009 up to 2015. Regarding scope, studied applications were split almost equally among education, culture and arts, while the overwhelming majority were targeted to the general public and not teachers, students or parents specifically. Those findings are of particular importance for museum curators, digital cultural content creators, pedagogical engineers and museum interface designers.
严肃游戏在博物馆参观和展览中的应用:一项系统的地图研究
严肃游戏(Serious Games,简称SGs)在文化环境和博物馆中被广泛采用,尤其是在过去五年。期望SG能够将博物馆内容与目标用户群体直接联系起来,满足他们的教育需求。本文旨在对现代博物馆游戏技术及其应用进行系统的测绘研究。更具体地说,重点是让参观者在浏览展览和探索博物馆的文化和教育内容时使用严肃游戏。主要的分析标准和审查结果包括游戏目标、使用目的、范围、用户接受度和教育有效性。选定了48份高质量的文献出版物进行审查。我们发现大多数解决方案都是基于游戏而非玩法,这两种类型都具有教育意义。此外,从2009年到2015年,相关出版物的频率每年都在增加。就范围而言,被研究的申请在教育、文化和艺术方面几乎平分,而绝大多数是针对普通公众的,而不是专门针对教师、学生或家长的。这些发现对博物馆策展人、数字文化内容创作者、教学工程师和博物馆界面设计师尤其重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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