Please use this identifier to cite or link to this item: http://hdl.handle.net/10609/101827
Title: Site-specific augmented reality gaming for cultural engagement: experience and reflection
Author: Haahr, Mads
Wiil, Pernille Henriette
Buus, Henriette
Others: Arnedo-Moreno, Joan  
Mora Carreño, Alberto
Citation: Haahr, M., Wiil, P. H. & Buus, H. (2019). Site-specific augmented reality gaming for cultural engagement: experience and reflection. In Arnedo Moreno, J., González, C. & Mora A. (eds.). International Symposium on Gamification and Games for Learning (GamiLearn). Proceedings, 2019 ().
Abstract: In this position paper, we present the preliminary experiences of an ambitious collaboration between Haunted Planet Studios and Museet Mosede Fort Danmark 1914-18 (see first sidebar) to develop a sophisticated site-specific augmented-reality game situated in a historical fort. Entitled Kampen om maden 1914-1918 (loosely translated, the struggle for food 1914-1918), the game had multiple objectives: It needed to engage the general public with an attractive and thought-provoking experience, it needed to engage and encourage reflection around how ideas regarding food and nutrition that were developed during WW1 are still relevant today, and it needed to be based on the latest research into national policy and other cultural forces during WW1 in Denmark. Furthermore, it had to be based on Haunted Planet's Longship game engine (see second sidebar), which had been used in previous titles, such as Bram Stoker's Vampires, which was nominated for the 2016 Heritage in Motion Award.
Keywords: serious game design
interactive narrative
games for learning
immersion in games
Document type: info:eu-repo/semantics/conferenceObject
Issue Date: Oct-2019
Publication license: http://creativecommons.org/licenses/by/3.0/es/  
Appears in Collections:Conferències

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