Interactivity and Game Creation. 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10–11, 2020, Proceedings

Research Article

Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming

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  • @INPROCEEDINGS{10.1007/978-3-030-73426-8_14,
        author={Nikolaos Partarakis and Nikolaos Patsiouras and Thodoris Evdemon and Paraskevi Doulgeraki and Effie Karuzaki and Evropi Stefanidi and Stavroula Ntoa and Carlo Meghini and Danai Kaplanidi and Maria Fasoula and Xenophon Zabulis},
        title={Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming},
        proceedings={Interactivity and Game Creation. 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10--11, 2020, Proceedings},
        proceedings_a={ARTSIT},
        year={2021},
        month={7},
        keywords={Culture Cultural heritage Heritage crafts 3D reconstruction Digitisation Semantic knowledge representation Role play gaming Virtual reality Education Training},
        doi={10.1007/978-3-030-73426-8_14}
    }
    
  • Nikolaos Partarakis
    Nikolaos Patsiouras
    Thodoris Evdemon
    Paraskevi Doulgeraki
    Effie Karuzaki
    Evropi Stefanidi
    Stavroula Ntoa
    Carlo Meghini
    Danai Kaplanidi
    Maria Fasoula
    Xenophon Zabulis
    Year: 2021
    Enhancing the Educational Value of Tangible and Intangible Dimensions of Traditional Crafts Through Role-Play Gaming
    ARTSIT
    Springer
    DOI: 10.1007/978-3-030-73426-8_14
Nikolaos Partarakis1, Nikolaos Patsiouras1, Thodoris Evdemon1, Paraskevi Doulgeraki1, Effie Karuzaki1, Evropi Stefanidi1, Stavroula Ntoa1, Carlo Meghini2, Danai Kaplanidi3, Maria Fasoula3, Xenophon Zabulis1
  • 1: Foundation for Research and Technology Hellas
  • 2: Consiglio Nazionale delle Ricerche (CNR), Area della Ricerca CNR
  • 3: Piraeus Bank Group Cultural Foundation

Abstract

Advances in Cultural Heritage (CH) representation and presentation technologies are explored concerning new potentials brought by the gaming industry. These include the use of digitisation technologies for the creation of realistic digital assets, educational gaming concepts, and immersive technologies. In this context, it is shown how the creative sector can exploit these potentials in novel educational and gaming experiences, inspired by CH. The aim is to enhance the way that cultural content is experienced in the digital world, to present, and to valorise intangible dimensions and, ultimately, exploit technological advances to enhance our understanding, appreciation, and preservation of tangible and intangible heritage.