Immersivity and Playability Evaluation of a Game Experience in Cultural Heritage
The introduction in the market of head-mounted displays (HDMs), originally used for gaming, opens the door to a wide set of application fields that could benefit of characteristics, such as immersivity, presence as well as a high degree of realism. In the field of Cultural Heritage, an immersive virtual experience can enhance playfulness and involvement in the fruition of a cultural experience, by determining a more efficient knowledge absorption and retention of the learnt content.
In this work we introduce a prototype of a Serious Game in Cultural Heritage, named HippocraticaCivitasGame, designed and implemented to foster playfulness and learning effectiveness. We also performed an evaluation study to assess users’ perceived immersivity and playability, as well as the effectiveness when analyzing the acquired knowledge about the archaeological site structure and the proposed learning goal.
KeywordsVirtual reality in cultural heritage Serious game technologies Evaluation
This research was supported by the DATABENC (Distretto ad Alta Tecnologia per i Beni Culturali) project, REA NA-876990, Regione Campania, Italy. We would also like to thank all participants that took part at the study.
- 1.Adding a level of reality to online shopping. http://www.starthub.org/news/adding-level-reality-online-shopping. Accessed 10 Jun 2016
- 2.Bellotti, F., Berta, R., De Gloria, A., D’ursi, A., Fiore, V.: A serious game model for cultural heritage. J. Comput. Cult. Heritage (JOCCH) 5(4), 17 (2012)Google Scholar
- 3.Bellotti, F., Berta, R., Gloria, A.D., Panizza, G., Primavera, L.: Designing cultural heritage contents for serious virtual worlds. In: International Conference on Virtual Systems and Multimedia, pp. 227–231 (2009)Google Scholar
- 4.Bjork, S., Holopainen, J.: Patterns in game design (2004)Google Scholar
- 8.Cukor, J., Gerardi, M., Alley, S., Reist, C., Roy, M., Rothbaum, O.B., Difede, J., Rizzo, A.: Virtual reality exposure therapy for combat-related PTSD. In: Ritchie, E.C. (ed.) Posttraumatic Stress Disorder and Related Diseases in Combat Veterans, pp. 69–83. Springer International Publishing, Switzerland (2015)CrossRefGoogle Scholar
- 10.Gartner: Worldwide Wearable Devices Sales Forecast (2016). http://www.gartner.com/newsroom/id/3198018. Accessed 13 Jun 2016
- 11.Hupont, I., Gracia, J., Sanagustín, L., Gracia, M.A.: How do new visual immersive systems influence gaming QoE? a use case of serious gaming with Oculus Rift. In: International Workshop on Quality of Multimedia Experience, pp. 1–6 (2015)Google Scholar
- 12.Johnson, L., Adams Becker, S., Cummins, M., Estrada, V., Freeman, A., Hall, C.: NMC Horizon Report: 2016 Higher Education Edition (2016)Google Scholar
- 13.Jonathan, L., Feng, J.H., Hochheiser, H.: Research Methods in Human-Computer Interaction. Wiley, Hoboken (2010)Google Scholar
- 14.Kalawsky, R.S.: The validity of presence as a reliable human performance metric in immersive environments. In: proceedings of the Presence Workshop 2000 (2000)Google Scholar
- 17.Lee, P.W., Wang, H.Y., Tung, Y.C., Lin, J.W., Valstar, A.: TranSection: hand-based interaction for playing a game within a virtual reality game. In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, CHI EA 2015, pp. 73–76 (2015)Google Scholar
- 18.Lugrin, J.L., Cavazza, M., Charles, F., Le Renard, M., Freeman, J., Lessiter, J.: Immersive FPS games: user experience and performance. In: ImmersiveMe 2013, pp. 7–12 (2013)Google Scholar
- 19.Malandrino, D., Scarano, V., Spinelli, R.: How increased awareness can impact attitudes and behaviors toward online privacy protection. In: International Conference on Social Computing, SocialCom 2013, pp. 57–62 (2013)Google Scholar
- 21.Park, D., Nam, T.J., Shi, C.K.: Designing an immersive tour experience system for cultural tour sites. In: CHI 2006 Extended Abstracts on Human Factors in Computing Systems, pp. 1193–1198 (2006)Google Scholar
- 22.Peduto, P., Fiorillo, R., Corolla, A.: Salerno. Una sede ducale della Langobardia meridionale. Spoleto: CISAM (2013)Google Scholar
- 23.Susi, T., Johannesson, M., Backlund, P.: Serious games: an overview (2007)Google Scholar