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Original Articles

Otherness of Place: Game‐based Interaction and Learning in Virtual Heritage Projects

Pages 210-228 | Published online: 25 Apr 2008

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Read on this site (5)

Monica Alcindor, Delton Jackson & Patricia Alcindor-Huelva. (2022) Heritage places as the settings for virtual playgrounds: perceived realism in videogames, as a tool for the re-localisation of physical places. International Journal of Heritage Studies 28:7, pages 865-883.
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William R. Illsley. (2022) Digital surrogacy: politics and aesthetics in visualising the historical past of a city. International Journal of Heritage Studies 28:2, pages 216-234.
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Luigina Ciolfi & Marc McLoughlin. (2018) Supporting Place-Specific Interaction through a Physical/Digital Assembly. Human–Computer Interaction 33:5-6, pages 499-543.
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Steve Poole. (2018) Ghosts in the Garden: locative gameplay and historical interpretation from below. International Journal of Heritage Studies 24:3, pages 300-314.
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PaulA. Cunningham. (2010) The impact of media on cultural heritage: disruptive or synergistic?. Journal of Heritage Tourism 5:3, pages 189-201.
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Articles from other publishers (17)

Joan Ikonomi & Dorina Papa. (2022) Post-Pandemic Heritage. Game Design Tools For An Engaging Experience. FORUM A+P Interdisciplinary Journal of Architecture and Built Environment:24, pages 82-93.
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Hannah Rushton & Marc Aurel Schnabel. 2022. Visual Heritage: Digital Approaches in Heritage Science. Visual Heritage: Digital Approaches in Heritage Science 243 269 .
Monica V. Sanchez‐Sepulveda, David Fonseca, Alicia García‐Holgado, Francisco José García‐Peñalvo, Jordi Franquesa, Ernesto Redondo & Fernando Moreira. (2020) Evaluation of an interactive educational system in urban knowledge acquisition and representation based on students' profiles. Expert Systems 37:5.
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David Checa & Andres Bustillo. (2019) Advantages and limits of virtual reality in learning processes: Briviesca in the fifteenth century. Virtual Reality 24:1, pages 151-161.
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Juan Camilo González Vargas, Ramon Fabregat, Angela Carrillo-Ramos & Teodor Jové. (2020) Survey: Using Augmented Reality to Improve Learning Motivation in Cultural Heritage Studies. Applied Sciences 10:3, pages 897.
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Ernest Redondo, Héctor Zapata, Isidro Navarro, David Fonseca, Lluís Gimenez, Miguel Ángel Pérez & Mónica Sánchez-Sepúlveda. 2020. Learning and Collaboration Technologies. Human and Technology Ecosystems. Learning and Collaboration Technologies. Human and Technology Ecosystems 315 332 .
Ernest Redondo, David Fonseca, Mónica Sánchez-Sepúlveda, Héctor Zapata, Isidro Navarro, Lluís Gimenez & Miguel Angel Pérez. 2020. Learning and Collaboration Technologies. Human and Technology Ecosystems. Learning and Collaboration Technologies. Human and Technology Ecosystems 296 314 .
Matthew Smith, Nigel Stephen Walford & Carlos Jimenez-Bescos. (2019) Using 3D modelling and game engine technologies for interactive exploration of cultural heritage: An evaluation of four game engines in relation to roman archaeological heritage. Digital Applications in Archaeology and Cultural Heritage 14, pages e00113.
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Gabriele Ferri. 2017. Handbook of Digital Games and Entertainment Technologies. Handbook of Digital Games and Entertainment Technologies 1127 1155 .
Fengfeng Ke. (2015) Designing and integrating purposeful learning in game play: a systematic review. Educational Technology Research and Development 64:2, pages 219-244.
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David Checa, Mario Alaguero, Miguel A. Arnaiz & Andres Bustillo. 2016. Augmented Reality, Virtual Reality, and Computer Graphics. Augmented Reality, Virtual Reality, and Computer Graphics 126 138 .
Andres Bustillo, Mario Alaguero, Ines Miguel, Jose M. Saiz & Lena S. Iglesias. (2015) A flexible platform for the creation of 3D semi-immersive environments to teach Cultural Heritage. Digital Applications in Archaeology and Cultural Heritage 2:4, pages 248-259.
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Gabriele Ferri. 2015. Handbook of Digital Games and Entertainment Technologies. Handbook of Digital Games and Entertainment Technologies 1 29 .
. 2014. Making Sense of Space. Making Sense of Space 171 183 .
Shengnan Chen, Zhigeng Pan, Mingmin Zhang & Huaqing Shen. (2011) A case study of user immersion-based systematic design for serious heritage games. Multimedia Tools and Applications 62:3, pages 633-658.
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Jeffrey Jacobson. 2013. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds. Design, Utilization, and Analysis of Simulations and Game-Based Educational Worlds 13 34 .
Jeffrey Jacobson. (2011) Digital Dome versus Desktop Display in an Educational Game. International Journal of Gaming and Computer-Mediated Simulations 3:1, pages 13-32.
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