Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/80776
Title: Reliving the experience of visiting a gallery : methods for evaluating informal learning in games for cultural heritage
Authors: Kontiza, Kalliopi
Liapis, Antonios
Jones, Catherine Emma
Keywords: Cultural property
Artificial intelligence
Games -- Design
Issue Date: 2020
Publisher: ACM
Citation: Kontiza, K., Liapis, A., & Jones, C. E. (2020). Reliving the experience of visiting a gallery : methods for evaluating informal learning in games for cultural heritage. International Conference on the Foundations of Digital Games
Abstract: When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms of informal learning outcomes, a core challenge is the complexity involved in assessing intangible measures such as visitors’ appraisal of artwork. A comprehensive summary of the literature for conducting museum visitor evaluations is needed in order to understand how to measure the impact of gamification on user engagement, and the enhancement of the cultural heritage experience on learning. This paper first reviews related literature regarding the application of intrusive versus nonintrusive user evaluation methods, focusing on the REMIND protocol for conducting experiments with museum visitors. We relay our findings when applying the REMIND protocol in four gamified cultural heritage applications in the CrossCult project. Focusing on the assessment of informal learning in an application specifically designed for the visitors of the National Gallery of London, the paper concludes with recommendations, challenges, and future steps in evaluating games for cultural heritage.
URI: https://www.um.edu.mt/library/oar/handle/123456789/80776
Appears in Collections:Scholarly Works - InsDG

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