Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Digital Educational Games (DEG)

Handbook of Research on Technologies and Cultural Heritage: Applications and Environments
video Video games engineered to deliver a specific learning added value.
Published in Chapter:
User Centered Technologies, Serious Games and Learning: A Critical, Speculative Perspective
Giuseppe Conti (Fondazione Graphitech, Italy), Raffaele De Amicis (Fondazione Graphitech, Italy), Gabrio Girardi (Fondazione Graphitech, Italy), and Michele Andreolli (Fondazione Graphitech, Italy)
DOI: 10.4018/978-1-60960-044-0.ch020
Abstract
The widespread adoption of IT technologies by cultural heritage (CH) has transformed how cultural heritage is presented both to experts and the broad public. In the last few years a large number of multimedia applications, including virtual and augmented reality simulations, have been proposed by researchers and industry alike. However some of these technologies struggle to achieve mass diffusion, most probably due to limitations of their interfaces. Conversely, the recent widespread success of both serious games and mobile applications are laying the foundations for true extensive access to digital information on cultural heritage, creating new possibilities. This chapter illustrates this technological trend, highlighting their potential effects on the public and discussing a number of emerging scenarios of interest for the cultural heritage domain.
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR