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dc.contributor.authorChampion, Erik
dc.date.accessioned2017-01-30T13:42:43Z
dc.date.available2017-01-30T13:42:43Z
dc.date.created2016-01-04T20:00:18Z
dc.date.issued2015
dc.identifier.citationChampion, E. 2015. Entertaining the similarities and distinctions between serious games and virtual heritage projects. Entertainment Computing. 14: pp. 67-74.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/34340
dc.identifier.doi10.1016/j.entcom.2015.11.003
dc.description.abstract

This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to share some features of serious games, there are significantly different emphases on objectives. Despite these distinctions, virtual heritage projects could still meet serious games-style objectives while entertaining participants.

dc.titleEntertaining the similarities and distinctions between serious games and virtual heritage projects
dc.typeJournal Article
dcterms.source.issn1875-9521
dcterms.source.titleEntertainment Computing
curtin.departmentSchool of Media, Culture and Creative Arts
curtin.accessStatusOpen access


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