Advertisement

Virtual Reality Arcade Game in Game-Based Learning for Cultural Heritage

  • Saverio Iacono
  • Daniele Zolezzi
  • Gianni Vercelli
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10851)

Abstract

In this paper we present Puzzle Battle, an arcade VR-based serious game for promoting and reflect on the history of painting art. The idea behind Puzzle Battle is about to see famous artists like Van Gogh or Frida Kahlo fight against each other or against other artists from different eras, in a classic puzzle game. The player will have to impersonate an artist and play in a fun context where he will improve his historical knowledge about the artist and his works by taking advantage of current studies on immersive learning experiences with virtual reality.

Keywords

Virtual reality Game-based learning 

References

  1. 1.
    Huizinga, J.: Homo Ludens: A Study of the Play-Element in Culture. Routledge & Kegan Paul, London (1949)Google Scholar
  2. 2.
  3. 3.
    McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Group, USA (2011)Google Scholar
  4. 4.
    Prensky, M.: The Digital Game-Based Learning. McGraw-Hill, New York (2001)Google Scholar
  5. 5.
    Ubisoft: Valiant Hearts: The Great War (2014). https://www.ubisoft.com/it-it/game/valiant-hearts/
  6. 6.
    Numinous Games: That Dragon, Cancer (2016). http://www.thatdragoncancer.com/
  7. 7.
    Abt, C.: Serious Games, University Press of America (1971)Google Scholar
  8. 8.
    Michael, D., Chen, S.: Serious Games: Games That Educate, Train, and Inform, Course Technology. Cengage Learning, Boston (2006)Google Scholar
  9. 9.
    Azuma, R.: A survey of Augmented Reality. Presence: Teleoperators Virtual Environ. 6, 355–385 (1997)CrossRefGoogle Scholar
  10. 10.
    Martindale, J.: PlayStation VR dominates third-quarter VR headset sales (2017). https://www.digitaltrends.com/virtual-reality/playstationvr-outsells-htc-vive-oculus-rift/
  11. 11.
    Coccoli, M., Iacono, S., Vercelli, G.: Applying gamification techniques to enhance the effectiveness of video-lessons. J. e-Learn. Knowl. Soc. 11(3), 73–84 (2015)Google Scholar
  12. 12.
    Pajitnov, A., Pokhilko, V.: Tetris (1984)Google Scholar
  13. 13.
    Taito: Puzzle Bobble (1994)Google Scholar
  14. 14.
    Zyda, M.: From visual simulation to virtual reality to games. IEEE Comput. 38, 25–32 (2005)CrossRefGoogle Scholar
  15. 15.
    Kapp, K., Blair, L., Mesch, R.: Gamification of learning and instruction fieldbook. Wiley, Hoboken (2013)Google Scholar
  16. 16.
    Butussi, F., Chittaro, L.: Effects of different types of virtual reality display on presence and learning in a safety training scenario. IEEE Trans. Vis. Comput. Graph. 24(2), 1063–1076 (2018)CrossRefGoogle Scholar
  17. 17.
    Piaget, J.: Nachahmung, Spiel und Traum: die Entwicklung der Symbolfunktion beim, Klett-Cotta (1975)Google Scholar
  18. 18.
    Mishra, P., Foster, A.: The claims of games: a comprehensive review and directions for future research. In: Proceedings of 91 the 18th International Conference of the Society for Information Technology & Teacher Education, San Antonio, TX (2007)Google Scholar
  19. 19.
    Vogel, J., Vogel, D., Cannon-Bowers, J., Bowers, C., Muse, K., Wright, M.: Computer gaming and interactive simulations for learning: a meta-analysis. J. Educ. Comput. Res. 34(2), 229–243 (2006)CrossRefGoogle Scholar
  20. 20.
    Dalgarno, B., Lee, M.J.: What are the learning affordances of 3-D virtual environments? Br. J. Educ. Technol. 41, 10–32 (2010)CrossRefGoogle Scholar
  21. 21.
    Liu, M., Horton, L., Olmanson, J., Toprac, P.: A study of learning and motivation in a new media enriched environment for middle school science. Educ. Technol. Res. Devel. 59(2), 249–265 (2011)CrossRefGoogle Scholar
  22. 22.
    Nakamura, J., Csikszentmihalyi, M.: The concept of flow. In: Flow and the Foundations of Positive Psychology, pp. 239–263. Springer, Dordrecht (2014).  https://doi.org/10.1007/978-94-017-9088-8_16Google Scholar
  23. 23.
    Hunicke, R., Leblanc, M., Zubek, R.: MDA: a formal approach to game design and game research, In: Proceedings of the AAAI Workshop on Challenges in Game AI, vol. 4 (2004)Google Scholar
  24. 24.
    Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clark, J., Teon, Edwards T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  • Saverio Iacono
    • 1
  • Daniele Zolezzi
    • 1
  • Gianni Vercelli
    • 1
  1. 1.Università degli Studi di Genova – DIBRISGenoaItaly

Personalised recommendations