A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Atomic actions -- molecular experience: theory of pervasive gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
Adaptive, intelligent presentation of information for the museum visitor in PEACH
User Modeling and User-Adapted Interaction
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
ArtLinks: fostering social awareness and reflection in museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
A tag in the hand: supporting semantic, social, and spatial navigation in museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Playing with" museum exhibits: designing educational games mediated by mobile technology
Proceedings of the 8th International Conference on Interaction Design and Children
Serious Games & Cultural Heritage: A Case Study of Prehistoric Caves
VSMM '09 Proceedings of the 2009 15th International Conference on Virtual Systems and Multimedia
An analysis and critique of Research through Design: towards a formalization of a research approach
Proceedings of the 8th ACM Conference on Designing Interactive Systems
A visitor's guide in an active museum: Presentations, communications, and reflection
Journal on Computing and Cultural Heritage (JOCCH)
MIS Quarterly
MagnetiCode: physical mobile interaction through time-encoded magnetic identification tags
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Also, the application stimulates the visitor to look at cultural heritage elements in a different way, permitting the construction of personal narratives while creating a personal exposition. Using a methodology derived from action research, we present recommendations for the design of similar applications and conclude by proposing a high-level architecture for pervasive serious games applied to cultural heritage.