Maximizing Engagement with Cultural Heritage through Video Games
Abstract
:1. Introduction
1.1. Defining Cultural Heritage Games
1.2. Defining Engagement
2. Methods
2.1. Methodological Approach
2.2. Data Collection
2.2.1. Interview Procedure
2.2.2. Group Discussion Procedure
2.3. Data Analysis
3. Results
3.1. Easy to Play
3.2. Identity-Driven
3.3. Information Pills
3.4. Meaningful
3.5. Narrative-Driven
3.6. Open-World
3.7. People-Centered
3.8. Simulating
3.9. Task-Driven Learning
3.10. Verisimilitude
4. Discussion and Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Passages | Codes |
---|---|
Cognitive | |
“I think that games should not rely only on one form of interaction when considering how playing Assassin’s Creed affects students’ view of heritage.” | Design, gameplay, information, interaction, knowledge, learning |
“The game structure should be clear and simple, with a main quest and side quests.” | Actions, contents, design, easy, gamification, objectives, problems |
Emotional | |
“Narratives have the power to make people understand and sympathize with other people’s circumstances and viewpoints.” | Emotional, empathy, narrative, social, story |
“Players should be able to make an emotional connection between the events experienced by the main characters in video games and similar events in their own lives.” | Connection, emotional, empathy, identity, narrative, story |
Behavioral | |
“Cultural heritage games must help students become more aware of the needs around them and give them the confidence to respond to these needs.” | Awareness, needs, sense of agency |
“Cultural heritage games should be focused on encouraging students to think about what it means to be a citizen, rather than training them to be historians.” | Behaviour, community, participation, social |
Core Categories | Concepts, Codes |
---|---|
Easy to play | Easy, gameplay tasks, gameplay satisfaction, objectives, play, problems, puzzles |
Identity-driven | Aesthetics, empathy, identity, sense of belonging, sympathy |
Information pills | Concepts, contents, culture, history, information, knowledge, learning |
Meaningful | Beliefs, connection, consciousness, consequences, involvement, moral, sense of agency |
Narrative-driven | Narrative, storytelling |
Open-world | Exploration, gameplay tasks, navigation, play |
People-centered | Collaboration, community, needs, participation, social involvement |
Simulating | Choices, consequences, gameplay tasks, heritage issues, information, problems, puzzles, repercussions |
Task-driven learning | Actions, choices, decisions, gameplay tasks, information, knowledge, learning, objectives, play, problems, puzzles, questions, skills |
Verisimilitude | Aesthetics, heritage issues, information, repercussions, storytelling |
Student’s Feedback | Core Categories |
---|---|
Cognitive | |
“Heritage information should be incorporated into the game’s story, not kept apart.” | Information pills, narrative-driven |
“In-game photography.” | Easy to play, identity-driven, meaningful, simulating |
“Different tasks or challenges that draw on the heritage should be embedded in the game’s narrative.” | Task-driven learning |
“Players should be given the freedom to make choices that shape the narrative.” | Meaningful |
“Non-linear narrative structure.” | Narrative-driven, open-world |
Emotional | |
“The narrative should be focused on people as well as the heritage.” | Identity-driven, narrative-driven, people-centered |
“The game should have an appealing and captivating environment.” | Identity-driven, meaningful, open-world |
“The music and sound design of the game should be in line with the game’s scenario.” | Verisimilitude |
“In-game connections with emotions (e.g., family, community).” | Meaningful |
“The heritage should be preserved in the game.” | Meaningful |
Behavioral | |
“Non-playable characters with believable behaviors should be included to keep players engaged.” | People-centered |
“The consequences of players’ decisions and reactions should be shown.” | Simulating |
“Players should be encouraged to apply what they have learned in the game to the real world.” | Meaningful, simulating, task-driven learning |
“Small actions can make a big difference.” | Meaningful |
“The player’s character should be able to experience the heritage within the game.” | Meaningful |
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Camuñas-García, D.; Cáceres-Reche, M.P.; Cambil-Hernández, M.d.l.E. Maximizing Engagement with Cultural Heritage through Video Games. Sustainability 2023, 15, 2350. https://doi.org/10.3390/su15032350
Camuñas-García D, Cáceres-Reche MP, Cambil-Hernández MdlE. Maximizing Engagement with Cultural Heritage through Video Games. Sustainability. 2023; 15(3):2350. https://doi.org/10.3390/su15032350
Chicago/Turabian StyleCamuñas-García, Daniel, María Pilar Cáceres-Reche, and María de la Encarnación Cambil-Hernández. 2023. "Maximizing Engagement with Cultural Heritage through Video Games" Sustainability 15, no. 3: 2350. https://doi.org/10.3390/su15032350
APA StyleCamuñas-García, D., Cáceres-Reche, M. P., & Cambil-Hernández, M. d. l. E. (2023). Maximizing Engagement with Cultural Heritage through Video Games. Sustainability, 15(3), 2350. https://doi.org/10.3390/su15032350