Advertisement

Theoretical Issues for Game-based Virtual Heritage

  • Erik ChampionEmail author
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 486)

Abstract

This paper critiques essential features in prominent theories of serious games, and compares them to interaction features of commercial computer games that could be used for history and heritage-based learning in order to develop heuristics that may help future the specific requirements of serious game design for interactive history and digital heritage.

Keywords

Heritage History Serious games 

References

  1. 1.
    Malone, T.W.: Heuristics for designing enjoyable user interfaces: lessons from computer games. In: Proceedings of the 1982 Conference on Human Factors in Computing Systems, pp. 63–68. ACM (1982)Google Scholar
  2. 2.
    Federoff, M.A.: Heuristics and usability guidelines for the creation and evaluation of fun in video games. Citeseer (2002)Google Scholar
  3. 3.
    Jørgensen, A.H.: Marrying HCI/usability and computer games: a preliminary look. In: Proceedings of the Third Nordic Conference on Human-Computer Interaction, pp. 393–396. ACM (2004)Google Scholar
  4. 4.
    Desurvire, H., Caplan, M., Toth, J.A.: Using heuristics to evaluate the playability of games. In: CHI 2004 Extended Abstracts on Human factors in computing systems, pp. 1509–1512. ACM (2004)Google Scholar
  5. 5.
    Shneiderman, B.: Designing for fun: how can we design user interfaces to be more fun? Interactions 11, 48–50 (2004)CrossRefGoogle Scholar
  6. 6.
    Champion, E.: Playing With The Past. Springer, Heidelberg (2011)CrossRefGoogle Scholar
  7. 7.
    Gee, J.P.: Good Video Games Plus Good Learning. Peter Lang, New York (2007)Google Scholar
  8. 8.
    Anderson, E.F., McLoughlin, L., Liarokapis, F., Peters, C., Petridis, P., Freitas, S.: Developing serious games for cultural heritage: a state-of-the-art review. Virtual Real. 14, 255–275 (2010)CrossRefGoogle Scholar
  9. 9.
    Dondlinger, M.J.: Educational video games design. a review of the literature. J. Appl Educ. Technol. 4, 21–31 (2007)Google Scholar
  10. 10.
    Juul, J.: Half-real: Video Games Between Real Rules and Fictional Worlds. The MIT Press, Cambridge, MA (2011)Google Scholar
  11. 11.
    Salen, K., ZImmerman, E.: Rules of Play Game Design Fundamentals. The MIT Press, Cambridge (2003)Google Scholar
  12. 12.
    Papert, S.: Does Easy Do It? Children, Games, and Learning. Game Developer, Soapbox section 88 (1998)Google Scholar
  13. 13.
    Bogost, I.: Persuasive Games: The Expressive Power of Videogames. MIT Press, Cambridge, MA (2007)Google Scholar
  14. 14.
    Shand, J.: Arguing Well. Routledge, London (2002)Google Scholar
  15. 15.
    Sicart, M.: Against procedurality. Game Stud. Int. J. Comput. Game Res. 11 (2011)Google Scholar
  16. 16.
    Bogost, I.: Unit Operations: An Approach to Videogame Criticism. MIT Press, Cambridge (2008)Google Scholar
  17. 17.
    Wade, A.: Unit operations: an approach to videogame criticism – Ian Bogost. Sociol. Rev. 55, 181–184 (2007)CrossRefGoogle Scholar
  18. 18.
    Whalen, Z.: Unit operations: an approach to videogame criticism gameology: a scholarly community dedicated to the study of videogames. Review of Bogost, Ian (2006)Google Scholar
  19. 19.
    McCall, J.: Gaming the Past: Using Video Games to Teach Secondary History. Routledge, New York (2013)Google Scholar
  20. 20.
    Ferguson, N.: How to Win a War. New York News and Politics. NYMag.com, Online (2006)Google Scholar
  21. 21.
    Bellotti, F., Berta, R., De Gloria, A., Panizza, G., Primavera, L.: Designing cultural heritage contents for serious virtual worlds. In: VSMM 2009 15th International Conference on Virtual Systems and Multimedia, pp. 227–231 (2009)Google Scholar
  22. 22.
    Chen, S., Pan, Z., Zhang, M., Shen, H.: A case study of user immersion-based systematic design for serious heritage games. Multimed. Tools Appl. 62, 633–658 (2013)CrossRefGoogle Scholar
  23. 23.
    Mikovec, Z., Slavik, P., Zara, J.: Cultural heritage, user interfaces and serious games at CTU prague. In: VSMM 2009 15th International Conference on Virtual Systems and Multimedia, pp. 211–216 (2009)Google Scholar
  24. 24.
    Leader-Elliott, L.: Community heritage interpretation games: a case study from Angaston, South Australia. Inte. J. Herit. stud. 11, 161–171 (2005)CrossRefGoogle Scholar
  25. 25.
    Champion, E., Bishop, I., Dave, B.: The Palenque project: evaluating interaction in an online virtual archaeology site. Virtual Real. 16, 121–139 (2012)CrossRefGoogle Scholar
  26. 26.
    Champion, E.: Indiana Jones and the joystick of doom: understanding the past via computer games. In: Traffic, vol. 5, pp. 47–65 (2004)Google Scholar
  27. 27.
    Kensek, K., Swartz, D.L., Cipolla, N.: Fantastic reconstructions or reconstructions of the fantastic? tracking and presenting ambiguity, alternatives, and documentation in virtual worlds. In: ACADIA 2002 Thresholds between Physical and Virtual Conference, pp. 293–306. ACADIA (2002)Google Scholar
  28. 28.
    Gaver, W.W., Bowers, J., Boucher, A., Gellerson, H., Pennington, S., Schmidt, A., Steed, A., Villars, N., Walker, B.: The drift table: designing for ludic engagement. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, pp. 885–900. ACM (2004)Google Scholar
  29. 29.
    Bottino, A., Martina, A.: The role of computer games industry and open source philosophy in the creation of affordable virtual heritage solutions. In: Er, M.J. (ed.) (2010)Google Scholar
  30. 30.
    Lucey-Roper, M.: Discover Babylon: creating a vivid user experience by exploiting features of video games and uniting museum and library collections. In: Proceedings Archives and Museum Informatics Museums and the Web 2006, Toronto (2006)Google Scholar
  31. 31.
    Stone, R.J.: Serious gaming - virtual reality’s saviour?. In: Conference on VSMM 2005, pp. 773–786. Ename, Belgium (2005)Google Scholar
  32. 32.
    Parry, R.: Digital heritage and the rise of theory in museum computing. Mus. Manag. Curatorship 20, 333–348 (2005)CrossRefGoogle Scholar
  33. 33.
    Mehegan, D.: Young people reading a lot less: report laments the social costs, vol. 2008. The Boston Globe, Boston (2007)Google Scholar
  34. 34.
    Yee, N.: The labor of fun: how video games blur the boundaries of work and play. Games Cult. 1, 68–71 (2006)CrossRefGoogle Scholar
  35. 35.
    Dourish, P.: Where the Action is: The Foundations of Embodied Interaction. MIT Press, Cambridge (2001)Google Scholar
  36. 36.
    Benford, S., Fraser, M.E.A.: Staging and evaluating public performances as an approach to CVE research. In: Proceedings of the 4th International Conference on Collaborative Virtual Environments. ACM Press (2002)Google Scholar
  37. 37.
    Mulholland, P., Collins, T.: Using digital narratives to support the collaborative learning and exploration of cultural heritage. In: 2002 Proceedings 13th International Workshop on Database and Expert Systems Applications, pp. 527–531. IEEE (2002)Google Scholar
  38. 38.
    Boellstorff, T.: A ludicrous discipline? Ethnography and game studies. Games Cult. 1, 29–35 (2006)CrossRefGoogle Scholar
  39. 39.
    Johnson, S.: Everything Bad is Good for You: How Popular Culture is Making us Smarter. Penguin Books, Bristol (2005). Allen LaneGoogle Scholar
  40. 40.
    Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59, 661–686 (2012)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.School of Media Culture and Creative Arts, Faculty of HumanitiesCurtin UniversityPerthAustralia

Personalised recommendations