Serious games in cultural heritage

Eike F. Anderson, L. McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, Sara de Freitas

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Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support
cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less
well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment
games technology. As a result the field of serious heritage games concerns itself with recent advances
in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the
other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication,
visual expression of information, collaboration mechanisms, interactivity and entertainment. In this
report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious
heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and
weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case
studies illustrating the application of methods and technologies used in cultural heritage are presented
Original languageEnglish
Publication statusPublished - 2009

Bibliographical note

Paper presented at the 10th VAST International Symposium on Virtual Reality, Archaeology and Cultural Heritage (VAST '09), Malta, 22-25 September - organised by Eurographics.
This work is licenced under a Creative Commons attribution licence. See for details of the licence terms.


  • artificial
  • augmented
  • virtual realities
  • computer assisted
  • instruction
  • serious games


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