Otherness of place: Game-based interaction and learning in virtual heritage projects

When we design digital places that represent the past using media such as game engines, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. In the case of virtual heritage, there are several important issues in the creation, constru...

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Bibliographic Details
Main Author: Champion, Erik
Format: Journal Article
Language:English
Published: Taylor Francis 2008
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/75429
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author Champion, Erik
author_facet Champion, Erik
author_sort Champion, Erik
building Curtin Institutional Repository
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description When we design digital places that represent the past using media such as game engines, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. In the case of virtual heritage, there are several important issues in the creation, construction or revocation of places of cultural significance. In this paper I will argue that while computer games do appear to be more successful learning environments than their critics give them credit for, the learning gained from using them is particularly dangerous in terms of the objectives of virtual heritage. I further suggest that computer games offer particular advantages over traditional virtual environment technology but that their typical modes of interaction must be re-examined, especially in relation to the notion of place.
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spelling curtin-20.500.11937-754292019-05-07T04:27:22Z Otherness of place: Game-based interaction and learning in virtual heritage projects Champion, Erik Arts & Humanities Social Sciences Humanities, Multidisciplinary Social Sciences, Interdisciplinary Arts & Humanities - Other Topics Social Sciences - Other Topics Virtual Heritage Place Computer Games Serious Learning When we design digital places that represent the past using media such as game engines, it is all too easy to be taken in by the lure of technology and forget to concentrate on enhancing the user experience. In the case of virtual heritage, there are several important issues in the creation, construction or revocation of places of cultural significance. In this paper I will argue that while computer games do appear to be more successful learning environments than their critics give them credit for, the learning gained from using them is particularly dangerous in terms of the objectives of virtual heritage. I further suggest that computer games offer particular advantages over traditional virtual environment technology but that their typical modes of interaction must be re-examined, especially in relation to the notion of place. 2008 Journal Article http://hdl.handle.net/20.500.11937/75429 10.1080/13527250801953686 English Taylor Francis restricted
spellingShingle Arts & Humanities
Social Sciences
Humanities, Multidisciplinary
Social Sciences, Interdisciplinary
Arts & Humanities - Other Topics
Social Sciences - Other Topics
Virtual Heritage
Place
Computer Games
Serious Learning
Champion, Erik
Otherness of place: Game-based interaction and learning in virtual heritage projects
title Otherness of place: Game-based interaction and learning in virtual heritage projects
title_full Otherness of place: Game-based interaction and learning in virtual heritage projects
title_fullStr Otherness of place: Game-based interaction and learning in virtual heritage projects
title_full_unstemmed Otherness of place: Game-based interaction and learning in virtual heritage projects
title_short Otherness of place: Game-based interaction and learning in virtual heritage projects
title_sort otherness of place: game-based interaction and learning in virtual heritage projects
topic Arts & Humanities
Social Sciences
Humanities, Multidisciplinary
Social Sciences, Interdisciplinary
Arts & Humanities - Other Topics
Social Sciences - Other Topics
Virtual Heritage
Place
Computer Games
Serious Learning
url http://hdl.handle.net/20.500.11937/75429