appealing at graphic and interface level. The same
issue was faced for the Canto a Tenore game: the
game needed ad hoc drawn assets (the main character,
the Sardinian village, etc.) not allowing us to use just
the ones already available on the Unity website.
Therefore, as said above, the small developers’ group
put a consistent effort into preparing the 3D and 2D
assets with the limited resources available. This effort
resulted in fairly good quality characters and
environments that of course don’t reach the level a
player can find in a commercial game but were
considered satisfactory.
5 CONCLUSIONS
Several authors have clearly stated that digital games,
and in particular SG, per se present important
advantages that make them useful tools in the specific
field of CH. As highlighted by Mortara et al. (2014)
and Bontchev (2015), in recent years, the
development of games also in the area of ICH has
been increasing; this may certainly be due to the
advances at technological level. In this contribution,
the process of design and development of an SG for
ICH education was presented. This game appears to
be innovative in the genre, because it is oriented to
teaching about a specific cultural expression and not
languages or traditions. In the paper particular
attention has been paid to the guidelines followed to
produce a sound product at educational level and, at
the same time, to provide the user with a playful
experience. Following these guidelines faced the
design group with several challenges that were briefly
discussed.
Future research would be of course advisable in
the field, so as to exploit the potential of games to
develop meaningful applications, especially in the
area of Intangible Heritage.
ACKNOWLEDGEMENTS
This work is funded by the European Commission by
the i-Treasures project (Intangible Treasures -
Capturing the Intangible Cultural Heritage and
Learning the Rare Know-How of Living Human
Treasures FP7 – ICT – 2011 – 9 – 600 – 676 – i-
Treasures). It is an Integrated Project (IP) of the
European Union’s 7
th
Framework Programme ‘ICT
for Access to Cultural Resources’
REFERENCES
Anderson, E.F. et al., 2010. Developing serious games for
cultural heritage: A state-of-the-art Review. Virtual
Reality, 14(4), pp.255–275.
Bontchev, B., 2015. Serious Games for and as Cultural
Heritage. In Proceedings of the International
Conference “Digital Presentation and preservation of
Cultural and Scientific Heritage” (DiPP, 2015).
Bonwell, C.; Eison, J. (1991). Active learning: creating
excitement in the classroom information analyses -
ERIC Clearinghouse Products.
Coenen, T., Mostmans, L. & Naessens, K., 2013. MuseUs:
Case Study of a Pervasive Cultural Heritage Serious
Game. Journal on Computing and Cultural Heritage,
6(2), pp.1–19.
Dagnino, F.M. et al., 2016. Designing learning paths in the
field of intangible cultural heritage (ICH): a new
methodology. In Proceedings of the 10th International
Technology, Education and Development Conference,
INTED 2016, pp.
Dagnino, F.M. et al., 2015. Serious Games to Support
Learning of Rare “Intangible” Cultural Expressions. In
Proceedings of the 9th International Technology,
Education and Development Conference, INTED 2015,
pp.7184–7194.
Dimitropoulos, K., et al. 2014. Capturing the intangible -
an introduction to the i-Treasures project. In
Proceedings of the 9th International Conference on
Computer Vision Theory and Applications,
VISAPP2014.
Doulamis, A. et al. 2011. Serious games for cultural
applications. In D. Plemenos, G. Miaoulis (Eds.),
Artificial Intelligence Techniques for Computer
Graphics, Springer.
Flanagan, M. et al., 2013. Citizen archivists at play: game
design for gathering metadata for cultural heritage
institutions. In Proceedings of DiGRA 2013:
DeFragging Game Studies., pp.1–13.
Froschauer, J. et al., 2010. Design and evaluation of a
serious game for immersive cultural training. In
Proceedings of the 16th International Conference on
Virtual Systems and Multimedia, VSMM 2010, pp.253–
260.
Froschauer, J. et al., 2011. Towards an online multiplayer
serious game providing a joyful experience in learning
art history. In Proceedings of the 3rd International
Conference on Games and Virtual Worlds for Serious
Applications, VS-Games 2011, pp.160–163.
Gaitatzes, A., Christopoulos, D., Roussou, M., 2001.
Reviving the past : Cultural Heritage meets Virtual
Reality. In Proceedings of the conference on Virtual
reality, archaeology, and cultural heritage, pp.103–
110.
Granström, H., 2013. Elements in Games for Virtual
Heritage. MSc Thesis, Univ. of Skovde. Available at
http://his.diva-portal.org/smash/get/diva2:627227/
FULLTEXT01.pdf.Accessed 02/01/2017
Habgood, M.P.J., 2007. The Effective Integration of Digital
Games and Learning Content. Available at: