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Serious Games at the Service of Cultural Heritage and Tourism

In: Tourism, Culture and Heritage in a Smart Economy

Author

Listed:
  • Andreas Georgopoulos

    (School of Rural & Surveying Engineering, National Technical University of Athens)

  • Georgia Kontogianni

    (School of Rural & Surveying Engineering, National Technical University of Athens)

  • Christos Koutsaftis

    (School of Rural & Surveying Engineering, National Technical University of Athens)

  • Margarita Skamantzari

    (School of Rural & Surveying Engineering, National Technical University of Athens)

Abstract

Recent advances in contemporary technologies have greatly affected everyday life. In the field of cultural heritage, ICT (Information Communication Technologies) have enabled applications for the thorough multi-dimensional geometric documentation and consequently for the realistic visualization of monuments and artifacts. At the same time the driving force of technology is the game industry. Games and especially Serious Games can be put at the service of cultural heritage, education and tourism exploiting the aforementioned advances and especially the textured three dimensional models. They constitute an attractive platform enabling people to get acquainted with the heritage treasures and get motivated to visit the place and admire the treasures live. In this paper this technological merger is explained and three interconnected applications are presented in order to prove the concept through these implementations. They concern the development of Serious Games for an archaeological site, which aim at the trivial or more specialized information dissemination about that site, while familiarizing the prospect visitor with the environment and the monuments of the site offering the possibility of virtually visiting them. Moreover the development of a virtual museum within a game development environment is presented, which provides the possibility to learn about each exhibit, but also it offers the opportunity to the user to closely examine the exhibits through rotating their three dimensional models. All these examples use realistic models produced for documentation purposes, which convey the real impression of the monuments visualized to the user.

Suggested Citation

  • Andreas Georgopoulos & Georgia Kontogianni & Christos Koutsaftis & Margarita Skamantzari, 2017. "Serious Games at the Service of Cultural Heritage and Tourism," Springer Proceedings in Business and Economics, in: Vicky Katsoni & Amitabh Upadhya & Anastasia Stratigea (ed.), Tourism, Culture and Heritage in a Smart Economy, pages 3-17, Springer.
  • Handle: RePEc:spr:prbchp:978-3-319-47732-9_1
    DOI: 10.1007/978-3-319-47732-9_1
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    More about this item

    Keywords

    Serious games; Cultural heritage; Virtual museums;
    All these keywords.

    JEL classification:

    • Q55 - Agricultural and Natural Resource Economics; Environmental and Ecological Economics - - Environmental Economics - - - Environmental Economics: Technological Innovation
    • O33 - Economic Development, Innovation, Technological Change, and Growth - - Innovation; Research and Development; Technological Change; Intellectual Property Rights - - - Technological Change: Choices and Consequences; Diffusion Processes

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