Serious games para la puesta en valor de la cultura. Un caso práctico: SUM

Jon Arambarri Basáñez

Spain

Virtualware

Virtualware. Bilbao, España.

Leire Armentia Lasuen

Spain

Virtualware

Virtualware. Bilbao, España.

Unai Baeza Santamaría

Spain

Virtualware

Virtualware. Bilbao, España.
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Accepted: 2015-11-24

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Published: 2012-11-18

DOI: https://doi.org/10.4995/var.2012.4388
Funding Data

Downloads

Keywords:

Serious game, Videogame, Gamification, Virtual reality, On-line

Supporting agencies:

This research was not funded

Abstract:

Although video games and serious games are based on similar technologies, their uses and purposes are completely different. Some examples of what serious games are designed for include achieving objectives, acquiring complex life skills and promoting cooperation at work. The main goal of a serious game is to make culture accessible to everyone using Information and Communication Technologies.
This paper will present the case study of Sum, an on-line serious game which aims to promote Spanish culture as a global culture that has been directly influenced by the historical events that have taken place in the past throughout the country.

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References:

ADESE - ASOCIACIÓN ESPAÑOLA DE DISTRIBUIDORES Y EDITORES DE SOFTWARE DE ENTRETENIMIENTO (2012): “El consumo en el sector del videojuego se situó en 980 millones de euros en 2011” [online]

http://www.adese.es/index.php?option=com_content&view=article&id=85:el-consumo-en-el-sector-del-videojuego-se-situo-en-980-millones-de-euros-en-2011&catid=0:adese.

FELICIA, PATRICK (2009): “Videojuegos en el aula: manual para docentes”, [online] http://games.eun.org/upload/GIS_HANDBOOK_ES.pdf.

EUROPEAN SCHOOLNET. Bruselas.

NEW MEDIA CONSORTIUM (2011): “Horizon Report 2011”, [online] http://www.nmc.org/pdf/2011-Horizon-Report.pdf

PRENSKY, MARC (2005): “Don’t Bother Me Mom—I’m Learning!”. Paragon House. EEUU

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