Serious Games: Valuable Tools for Cultural Heritage

  • Stavroula BampatziaEmail author
  • Ioannis Bourlakos
  • Angeliki Antoniou
  • Costas Vassilakis
  • George Lepouras
  • Manolis Wallace
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10056)


Open image in new window Wishing to connect cultural heritage, games and social networks, the present work describes games to be used within the framework of a European H2020 project. For the purposes of supporting the museum visit, before, during and after, 5 games were designed for social networks to accomplish user profiling, to promote the museum and the application through social network dissemination, to introduce museum items and themes and to also function as visit souvenirs. The games are also presented in a generic framework for games in cultural heritage, which has been used successfully in the past.


Cultural Heritage Learning Objective Museum Visit Ancient Society Archaeological Museum 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.



This research has been performed within the CrossCult: “Empowering reuse of digital cultural heritage in context-aware crosscuts of European history”, funded by the European Union’s Horizon 2020 research and innovation program.


  1. 1.
  2. 2.
    Antoniou, A., Lepouras, G., Bampatzia, S., Almpanoudi, H.: An approach for serious game development for cultural heritage. J. Comput. Cult. Herit. 6, 1–19 (2013)CrossRefGoogle Scholar
  3. 3.
    Foni, A.E., Papagiannakis, G., Magnenat-Thalmann, N.: A taxonomy of visualization strategies for cultural heritage applications. J. Comput. Cult. Herit. 3, 1–21 (2010)CrossRefGoogle Scholar
  4. 4.
    Cipolla-Ficarra, F.V., Cipolla-Ficarra, M., Harder, T.: Realism and cultural layout in tourism and video games multimedia systems. In: 1st ACM International Workshop on Communicability Design and Evaluation in Cultural and Ecological Multimedia System, pp. 15–22. ACM (2008)Google Scholar
  5. 5.
    Bellotti, F., Berta, R., De Gloria, A., Zappi, V.: Exploring gaming mechanisms to enhance knowledge acquisition in virtual worlds. In: 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 77–84. ACM, New York (2008)Google Scholar
  6. 6.
    Fishwick, P.A., Henderson, J., Fresh, E., Futterknecht, F., Hamilton, B.D.: Simulating culture: an experiment using a multi-user virtual environment. In: 40th Conference on Winter Simulation, pp. 786–794. Winter Simulation Conference (2008)Google Scholar
  7. 7.
    Bellotti, F., Berta, R., De Gloria, A., D’ursi, A., Fiore, V.: A serious game model for cultural heritage. J. Comput. Cult. Herit. 5, 1–27 (2012)CrossRefGoogle Scholar
  8. 8.
    Mortara, M., Catalano, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis, P.: Learning cultural heritage by serious games. J. Comput. Cult. Herit. 15, 318–325 (2014)CrossRefGoogle Scholar
  9. 9.
    Froschauer, J., Zweng, J., Merkl, D., Arends, M., Goldfarb, D., Weingartner, M.: ARTournament: a mobile casual game to explore art history. In: 2012 IEEE 12th International Conference on Advanced Learning Technologies, pp. 80–84. IEEE (2006)Google Scholar
  10. 10.
    Havenga, M., Williams, K., Suleman, H.: Motivating users to build heritage collections using games on social networks. In: Chen, H.-H., Chowdhury, G. (eds.) ICADL 2012. LNCS, vol. 7634, pp. 279–288. Springer, Heidelberg (2012). doi: 10.1007/978-3-642-34752-8_34 CrossRefGoogle Scholar
  11. 11.
    Granic, I., Lobel, A., Engels, R.C.M.E.: The benefits of playing video games. Am. Psychol. 69, 66–78 (2014)CrossRefGoogle Scholar
  12. 12.
    Naudet, Y., Antoniou, A., Lykourentzou, I., Tobias, E., Rompa, J., Lepouras, G.: Museum personalization based on gaming and cognitive styles: the BLUE experiment. Int. J. SocNet. Vircom. 7, 1–30 (2015)Google Scholar
  13. 13.
    Pujol, L., Roussou, M., Poulou, S., Balet, O., Vayanou, M., Ioannidis, Y.: Personalizing interactive digital storytelling in archaeological museums: the CHESS project. In: 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (2008)Google Scholar
  14. 14.
    Antoniou, A., Katifori, A., Rousou, M., Vayanou, M., Karvounis, M., Pujol-Tost, L.: Capturing the visitor profile for a personalized mobile museum experience: an indirect approach. In: 1st International Workshop on Human Aspects in Adaptive and Personalized Interactive Environments (HAAPIE 2016), in Conjunction with the 24th ACM Conference on User Modeling, Adaptation and Personalization. ACM (2016)Google Scholar
  15. 15.
    Lykourentzou, I., Claude, X., Naudet, Y., Tobias, E., Antoniou, A., Lepouras, G., Vassilakis, C.: Improving museum visitors’ quality of experience through intelligent recommendations: a visiting style-based approach. In: Intelligent Environments (Workshops), pp. 507–518 (2013)Google Scholar
  16. 16.
    Gaeta, A., Gaeta, M., Ritrovato, P.: A grid based software architecture for delivery of adaptive and personalised learning experiences. Pers. Ubiquit. Comput. 13, 207–217 (2009)CrossRefGoogle Scholar
  17. 17.
    De Amicis, R., Girardi, G., Andreolli, M., Conti, G.: Game based technology to enhance the learning of history and cultural heritage. In: International Conference on Advances in Computer Enterntainment Technology, p. 451. ACM (2009)Google Scholar
  18. 18.
    Apostolellis, P., Daradoumis, T.: Audience interactivity as leverage for effective learning in gaming environments for dome theaters. In: Wolpers, M., Kirschner, Paul, A., Scheffel, M., Lindstaedt, S., Dimitrova, V. (eds.) EC-TEL 2010. LNCS, vol. 6383, pp. 451–456. Springer, Heidelberg (2010). doi: 10.1007/978-3-642-16020-2_36 CrossRefGoogle Scholar
  19. 19.
    De Paolis, L.T., Aloisio, G., Celentano, M.G., Oliva, L., Vecchio, P.: A game-based 3D simulation of Otranto in the middle ages. In: 3rd International Conference on Advances in Computer-Human Interactions, pp. 130–133. IEEE (2015)Google Scholar
  20. 20.
    De Paolis, L.T., Celentano, M.G., Oliva, L., Vecchio, P., Aloisio, G.: MediaEvo project: the life in a medieval town. In: 10th WSEAS International Conference on Communications, Electrical & Computer Engineering, and 9th WSEAS International Conference on Applied Electromagnetics, Wireless and Optical Communications, pp. 22–27 (2011)Google Scholar
  21. 21.
    Mikovec, Z., Slavik, P., Zara, J.: Cultural heritage, user interfaces and serious games at CTU Prague. In: 15th International Conference on Virtual Systems and Multimedia, pp. 211–216. IEEE Computer Society (2009)Google Scholar
  22. 22.
    Bloom, B.S.: Taxonomy of Educational Objectives: The Classification of Educational Goals; Handbook I: Cognitive Domain. Longmans, Green, New York (1956)Google Scholar
  23. 23.
    Antoniou, A., Lepouras, G.: Meeting visitors’ expectations: the perceived degree of museumness. In: CSEDU, pp. 187–193 (2009)Google Scholar
  24. 24.
    Myers, I., McCaulley, M., Most, R.: Manual: A Guide to the Development and Use of the Myers-Briggs Type Indicator. Consulting Psychologists Press (CPP), Mountain View (1985)Google Scholar

Copyright information

© Springer International Publishing AG 2016

Authors and Affiliations

  • Stavroula Bampatzia
    • 1
    Email author
  • Ioannis Bourlakos
    • 1
  • Angeliki Antoniou
    • 1
  • Costas Vassilakis
    • 1
  • George Lepouras
    • 1
  • Manolis Wallace
    • 2
  1. 1.Human-Computer Interaction and Virtual Reality Lab, Department of Informatics and TelecommunicationsUniversity of PeloponneseTripolisGreece
  2. 2.Knowledge and Uncertainty Research Laboratory, Department of Informatics and TelecommunicationsUniversity of the PeloponneseTripolisGreece

Personalised recommendations