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Serious Games for Exhibition Contexts: Limitations and Design Decisions

Serious Games for Exhibition Contexts: Limitations and Design Decisions
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Author(s): Ulrike Erb (University of Applied Sciences Bremerhaven, Germany), Leonardo Moura de Araújo (University of Applied Sciences Bremerhaven, Germany), Luise Klein (University of Applied Sciences Bremerhaven, Germany), Anke Königschulte (University of Applied Sciences Bremerhaven, Germany)and Nora Simonow (University of Applied Sciences Bremerhaven, Germany)
Copyright: 2012
Pages: 22
Source title: Handbook of Research on Serious Games as Educational, Business and Research Tools
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal)
DOI: 10.4018/978-1-4666-0149-9.ch036

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Abstract

In contrast to developing home versions of educational games, the development of games for museums and exhibitions is faced with specific limitations and requirements. Thus, the game designer has to consider restrictions concerning not only its content and learning objectives, which need to be related to the exhibition, but also the limited time available for playing and for understanding its mechanics, as well as restrictions due to the game’s location in the exhibition. Furthermore, typical problems related to serious games must be considered, such as creating both an educational and engaging experience for players. The authors’ recommendations presented in this chapter refer to experiences made in two case studies performed by Digital Media Master students of the University of Applied Sciences Bremerhaven, Germany. Relevant design decisions of these two projects are illustrated and discussed, especially with respect to the limitations of exhibition environments. The chapter concludes that if digital technologies are well-balanced with the physical environment, a profitable combination between an interactive game and a traditional exhibition can enrich the overall visitor experience.

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