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dc.contributor.authorPizzirusso, Igor <Istituto nazionale Ferruccio Parri>
dc.date.accessioned2024-06-11T10:25:44Z
dc.date.available2024-06-11T10:25:44Z
dc.date.issued2023-04-27
dc.identifier.citationIgor Pizzirusso, ''Games and Cultural Heritage'' «Public History Weekly», 11, 2023, n. 3it_IT
dc.identifier.issn2197-6376it_IT
dc.identifier.urihttps://public-history-weekly.degruyter.com/11-2023-3/games-cultural-heritage/it_IT
dc.identifier.urihttp://elea.unisa.it/xmlui/handle/10556/6990
dc.description.abstractIn recent years, museums and heritage sites have proposed and implemented game experiences in their collections, websites or mobile apps. Nevertheless, this gamification has often amounted to little more than a coat of fresh paint applied to renew canonical public engagement practices. In contrast, a game is an experiential narrative, a coherent world in which the player immerses himself and exercises his action. A series of case studies can help to understand different ways of enhancing cultural heritage through this mediumit_IT
dc.format.extentSolo onlineit_IT
dc.language.isoenit_IT
dc.publisherI. Pizzirusso, ''Games and Cultural Heritage'' «Public History Weekly», 11, 2023, n. 3it_IT
dc.rightsDe Gruyter Oldenbourgit_IT
dc.sourceUniSa. Sistema Bibliotecario di Ateneoit_IT
dc.subjectGames and cultural heritageit_IT
dc.subjectMuseumit_IT
dc.subjectVideogamesit_IT
dc.titleGames and Cultural Heritageit_IT
dc.typeJournal Articleit_IT
dc.relation.ispartofjournalPublic History Weekly. The open peer review journalit_IT
dc.identifier.doihttp://dx.doi.org/10.1515/phw-2023-21327it_IT
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