![]() ![]() A tag in the hand: Supporting semantic, social, and spatial navigation in museums. ![]() ACM Journal on Computing and Cultural Heritage.Ĭosley, D., Baxter, J., Lee, S., Alson, B., Nomura, S., Adams, P., Sarabu, C., & Gay, G. MuseUs: Case study of a pervasive cultural heritage serious game. In Proceedings of the 6th Annual International Conference on Mobile Computing and Networking (pp. Experiences of developing and deploying a context-aware tourist guide: The GUIDE project. ACM Transactions on Interactive Intelligent Systems.Ĭheverst, K., Davies, N., Mitchell, K., & Friday, A. Experiments with mobile drama in an instrumented museum for inducing conversation in small groups. In Proceedings of the 2012 International Symposium on Pervasive Displays (PerDis ‘12), ACM, Article 19.Ĭallaway, C., Stock, O., & Dekoven, E. Using handheld devices and situated displays for collaborative planning of a museum visit. Gaming tourism: Lessons from evaluating explorer, a pervasive game for tourists. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, Article No. ![]() Blending in hybrid games: Understanding hybrid games through experience. Journal on Computing and Cultural Heritage (JOCCH), 6(4), 1–19.Īrjoranta, J., Kankainen, V., & Nummenmaa, T. An approach for serious game development for cultural heritage: Case study for an archaeological site and museum. Cham: Springer.Īntoniou, A., Lepouras, G., Bampatzia, S., & Almpanoudi, H. Nijholt (Eds.), Advances in computer entertainment (pp. OUTLIVE-An augmented reality multi-user board game played with a mobile device. Finally, following a user-centered design approach, we report preliminary evaluation results of the game prototype using the focus group methodology.Īndrukaniec, E., Franken, C., Kirchhof, D., Kraus, T., Schöndorff, F., & Geiger, C. We present the game-authoring platform and the mobile client application that we have developed to support the creation and provision of the proposed game experiences. We propose a hybrid board game experience that combines analogue and digital media, orchestrating the use of physical “Artwork Cards” along with digital narratives displayed on the players’ personal mobile or tablet devices. Then we focus on the “home game scenario” and we describe how we re-designed the game experience so as to address the increased interactivity and learning requirements revealed in this setting. We report a series of game-testing sessions, highlighting the differences between on-site and remote experiences and we reflect upon critical aspects of the game design, identifying key opportunities and requirements in each case. First we propose a generic storytelling game, titled “Find the artwork behind the story!”, and we present the results of a user study that investigates the game’s affordances in different environments and setups, ranging from large exhibitions at a cultural center, to a casual home setting. In this article we explore how to play storytelling games with collections of artworks. ![]()
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