Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage

I. Malegiannaki, T. Daradoumis, S. Retalis
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Abstract

Serious games are used in the field of cultural heritage as a means to transmit cultural knowledge and enable an experiential contact with cultural content. The authors' aim is to investigate whether a game design exploiting the less used combination of complex storytelling, endogenous cooperation, and competition has the potential to sufficiently convey cultural content. More specifically, through four game interventions, it was investigated how a story-driven board game functions with teenage and adult users alike. A mixed research methodology was followed in all game sessions and data were collected through observation, semi-structured group interviews, and short questionnaires. Findings confirmed the playability of the suggested design and the potential to amuse players while providing learning gains and engagement with cultural content. Nevertheless, further evaluation in formal and non-formal educational settings is essential to validate our conclusions.
用一个故事驱动的棋盘游戏来吸引学生和成年人的文化遗产
在文化遗产领域,严肃游戏是一种传播文化知识和体验文化内容的手段。作者的目的是调查一款游戏设计是否能够充分地传达文化内容,并将复杂的故事叙述、内生合作和竞争结合在一起。更具体地说,通过四种游戏干预,研究人员调查了故事驱动的桌面游戏如何在青少年和成人用户中发挥作用。我们在所有游戏过程中都采用了混合研究方法,并通过观察、半结构化小组访谈和简短问卷收集数据。调查结果证实了建议设计的可玩性,以及在提供学习收益和文化内容的同时取悦玩家的潜力。然而,为了验证我们的结论,在正规和非正规教育环境中进行进一步的评估是必不可少的。
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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