dc.contributor.author | Pizzirusso, Igor <Istituto nazionale Ferruccio Parri> | |
dc.date.accessioned | 2024-06-11T10:25:44Z | |
dc.date.available | 2024-06-11T10:25:44Z | |
dc.date.issued | 2023-04-27 | |
dc.identifier.citation | Igor Pizzirusso, ''Games and Cultural Heritage'' «Public History Weekly», 11, 2023, n. 3 | it_IT |
dc.identifier.issn | 2197-6376 | it_IT |
dc.identifier.uri | https://public-history-weekly.degruyter.com/11-2023-3/games-cultural-heritage/ | it_IT |
dc.identifier.uri | http://elea.unisa.it/xmlui/handle/10556/6990 | |
dc.description.abstract | In 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 medium | it_IT |
dc.format.extent | Solo online | it_IT |
dc.language.iso | en | it_IT |
dc.publisher | I. Pizzirusso, ''Games and Cultural Heritage'' «Public History Weekly», 11, 2023, n. 3 | it_IT |
dc.rights | De Gruyter Oldenbourg | it_IT |
dc.source | UniSa. Sistema Bibliotecario di Ateneo | it_IT |
dc.subject | Games and cultural heritage | it_IT |
dc.subject | Museum | it_IT |
dc.subject | Videogames | it_IT |
dc.title | Games and Cultural Heritage | it_IT |
dc.type | Journal Article | it_IT |
dc.relation.ispartofjournal | Public History Weekly. The open peer review journal | it_IT |
dc.identifier.doi | http://dx.doi.org/10.1515/phw-2023-21327 | it_IT |