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...
| Publicado en: | International Journal of Heritage Studies Vol. 14; no. 3; pp. 210 - 229 |
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| Formato: | Artículo |
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Taylor & Francis Ltd
May2008
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| 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 |
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