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Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy
Cultural Trends ( IF 2.059 ) Pub Date : 2021-04-12 , DOI: 10.1080/09548963.2021.1910490
Elisa Bonacini 1, 2 , Sonia Caterina Giaccone 3
Affiliation  

ABSTRACT

This article deals with the application of serious games to cultural heritage. Through an overview of the growing importance of gamification in promoting cultural sites and museum collections, the research highlights the changing practices of cultural institutions, which are increasingly involved in producing serious games, considering them as strategic digital marketing tools to promote cultural heritage and tourism in addition to their traditional “learning by playing” function. The article explores a case study, namely Mi Rasna, a game on the Etruscan society realized in partnership with several Italian cultural institutions.



中文翻译:

文化遗产推广中的游戏化和文化机构:意大利的成功范例

摘要

本文讨论严肃游戏在文化遗产中的应用。通过概述游戏化在促进文化遗址和博物馆藏品方面日益重要的重要性,该研究强调了文化机构不断变化的做法,这些机构越来越多地参与制作严肃游戏,将其视为促进文化遗产和旅游业的战略数字营销工具除了传统的“边玩边学”功能外。这篇文章探讨了一个案例研究,即Mi Rasna,这是一款关于伊特鲁里亚社会的游戏,是与几家意大利文化机构合作实现的。

更新日期:2021-04-12
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