Otherness of Place: Game-based Interaction and Learning in Virtual Heritage Projects.

When we design digital places that represent the past using media such as game engines, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. In the case of virtual heritage, there are several important issues in the creation, constru...

Descripción completa

Detalles Bibliográficos
Publicado en:International Journal of Heritage Studies Vol. 14; no. 3; pp. 210 - 229
Autor principal: Champion, Erik Malcolm
Formato: Artículo
Publicado: Taylor & Francis Ltd May2008
Materias:
Acceso en línea:Ver este registro en EBSCOhost
fields @attributes:
  recordID: 1
pdfLink:
plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=31792145&site=ehost-live
header:
  @attributes:
    shortDbName: hlh
    uiTerm: 31792145
    longDbName: Humanities International Complete
    uiTag: AN
  controlInfo:
    bkinfo:
    jinfo:
      jid:
        13527258
        B7Q
      jtl: International Journal of Heritage Studies
      issn: 13527258
      maglogo: N
    pubinfo:
      dt: May2008
      vid: 14
      iid: 3
      pid: 377
      pub: Taylor & Francis Ltd
    artinfo:
      ui:
        31792145
        10.1080/13527250801953686
      ppf: 210
      ppct: 19
      formats:
      tig:
        atl: Otherness of Place: Game-based Interaction and Learning in Virtual Heritage Projects.
      aug:
        au: Champion, Erik Malcolm
        affil: Senior Lecturer in Digital Media, College of Fine Arts (COFA), University of New South Wales, Sydney, Australia.
      su:
        Video games
        Learning
        Virtual reality
        Electronic games
        Application software
      sug:
        subj:
          Video games
          Learning
          Virtual reality
          Electronic games
          Application software
      keyword:
        Computer Games
        Place
        Serious Learning
        Virtual Heritage
      ab: When we design digital places that represent the past using media such as game engines, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. In the case of virtual heritage, there are several important issues in the creation, construction or revocation of places of cultural significance. In this paper I will argue that while computer games do appear to be more successful learning environments than their critics give them credit for, the learning gained from using them is particularly dangerous in terms of the objectives of virtual heritage. I further suggest that computer games offer particular advantages over traditional virtual environment technology but that their typical modes of interaction must be re-examined, especially in relation to the notion of place.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
    refInfo:
    copyright:
      @attributes:
        flag: Y
      dt:
        @attributes:
          year: 2008
    holdings:
      @attributes:
        islocal: N