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Augmented Reality Gaming as a Tool for Subjectivizing Visitor Experience at Cultural Heritage Locations—Case Lights On
This article discusses an augmented reality game as a way of subjectivizing visitor experience at cultural heritage locations. The text describes the starting point, development aims, and some initial user data of the Lights On! game while contextualizing the game's development with relevant di...
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Published in: | Journal on computing and cultural heritage 2020-12, Vol.13 (4), p.1-16 |
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Main Authors: | , , |
Format: | Article |
Language: | English |
Citations: | Items that this one cites Items that cite this one |
Online Access: | Get full text |
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Summary: | This article discusses an augmented reality game as a way of subjectivizing visitor experience at cultural heritage locations. The text describes the starting point, development aims, and some initial user data of the Lights On! game while contextualizing the game's development with relevant discussion concerning the use of ludic and narrative augmented reality elements in enhancing the experience of place at historical sites. The initial user data were collected via an in-app questionnaire and learning diaries. The results indicate that the game was well suited for children, whose imaginations were stirred by gaming on-location at the sites. It seems that with an appropriate implementation, an AR game can offer visitors an alternative way of experiencing cultural heritage attractions that creates significant added value to the user. |
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ISSN: | 1556-4673 1556-4711 |
DOI: | 10.1145/3415142 |