Characterization of Games Technologies for Learning in the Context of Intangible Cultural Heritage

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Date
2025
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
This paper explores the application of Game Technologies for Learning (GT4L), which includes Serious Games, Gamification, and Game-Based Learning in the context of Intangible Cultural Heritage (ICH). According to the United Nations and the Sustainable Development Goals (SDGs), in particular, target 4 of SDG 11, this study emphasizes the importance of preserving ICH, such as oral traditions, performing arts, and traditional craftsmanship, in an increasingly globalized world. A systematic literature review of 34 articles was conducted to characterize the use of GT4L in ICH. The review aimed to identify the ICH domains where GT4L is applied, the types of GT4L used, the target audiences, the technological aspects considered, the innovations integrated, and how learning styles and player typologies are incorporated. The findings indicate that GT4L is utilized across several ICH domains, including oral traditions, performing arts, social practices, and traditional craftsmanship. Most games are Serious Games in the genres of simulation of arts and sports, adventure, treasure, puzzle, trivia, and role-playing. The target audiences range from children to heritage professionals. The technologies employed include mobile applications, immersive virtual and augmented reality experiences, body-tracking, and 3D environments, all of which incorporate user-centered and participatory design methodologies. However, several innovative aspects are absent that could enhance the impact of these applications. These include the incorporation of accessibility criteria to ensure equitable access to games for all players, the implementation of recommender systems to guide choices based on user profiles, as well as considerations for different learning styles and player types, among others.
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@inproceedings{
10.2312:dh.20253377
, booktitle = {
Digital Heritage
}, editor = {
Campana, Stefano
and
Ferdani, Daniele
and
Graf, Holger
and
Guidi, Gabriele
and
Hegarty, Zackary
and
Pescarin, Sofia
and
Remondino, Fabio
}, title = {{
Characterization of Games Technologies for Learning in the Context of Intangible Cultural Heritage
}}, author = {
Zúniga-Solórzano, Marcos E.
and
Fabregat, Ramon
and
Jové, Teodor
}, year = {
2025
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-03868-277-6
}, DOI = {
10.2312/dh.20253377
} }
Citation