文化遗产
晋升(国际象棋)
普通合伙企业
功能(生物学)
文化机构
文化遗产管理
旅游
文化旅游
公共关系
政治学
社会学
营销
业务
旅游地理学
媒体研究
政治
生物
进化生物学
法学
作者
Elisa Bonacini,Sonia Caterina Giaccone
标识
DOI:10.1080/09548963.2021.1910490
摘要
This article deals with the application of serious games to cultural heritage. Through an overview of the growing importance of gamification in promoting cultural sites and museum collections, the research highlights the changing practices of cultural institutions, which are increasingly involved in producing serious games, considering them as strategic digital marketing tools to promote cultural heritage and tourism in addition to their traditional "learning by playing" function. The article explores a case study, namely Mi Rasna, a game on the Etruscan society realized in partnership with several Italian cultural institutions.
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