Artigo Acesso aberto

Vignettes of Computer-based Museum Interactive and Games Software through the Years

2022; British Computer Society; Linguagem: Inglês

10.14236/ewic/eva2022.30

ISSN

1477-9358

Autores

Stefania Boiano, Ann Borda, Jonathan P. Bowen, Giuliano Gaia, Tula Giannini,

Tópico(s)

Augmented Reality Applications

Resumo

Museums have used computers to develop exhibition interactives and games over the years. This paper provides early case study examples and historical context. During the 1980s, computer-based displays in museum exhibitions were largely standalone. In the 1990s, the availability of the web allowed networked interactivity. In the 2000s, access via smartphones became increasingly widespread, enabling mobile access from personal devices. As well as the early examples, the paper provides an overview of more recent developments. Online gaming, including serious games with the purpose of not just entertainment, but educational and cultural, has increased in prevalence. Preservation and access to these digital resources have their own unique issues, and these are reflected in the paper, especially for early examples.

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