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Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace

dc.contributor.authorNisi, Valentina
dc.contributor.authorCesário, Vanessa
dc.contributor.authorNunes, Nuno
dc.date.accessioned2024-05-20T14:07:07Z
dc.date.available2024-05-20T14:07:07Z
dc.date.issued2019
dc.description.abstractMemories of Carvalhal’s Palace – Haunted Encounters is an Aug mented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game de ployed at the Natural History Museum of Funchal makes use of mobile interac tive AR and gaming strategies to promote the engagement of teenage visitors (digital natives) in museum experiences. Through this game, the audience em barks in a journey through the museum spaces, collecting scientific information about selected exhibits, while interacting with their tridimensional (3D) AR mod els. The audience’s interactions with the museum exhibits are rewarded with pieces of a map, which will guide them to a hidden location, the scientific library of the museum. There participants can finally unlock the mysteries they have been summoned to solve. The game’s goal stems from the fact that digital native teenagers are identified as an audience group that is often excluded from a mu seum’s curatorial strategies [1] and as consequence, they appears to be generally disinterested in what museums might offer [2]. In this article, we present the de scription and rational behind Memories of Carvalhal’s Palace: Haunted Encoun ters mobile gaming application and then discuss the results of first empirical tests performed to evaluate the usefulness and usability of the game.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationNisi, V., Cesario, V., & Nunes, N. (2019). Augmented reality museum’s gaming for digital natives: Haunted encounters in the Carvalhal’s palace. In Entertainment Computing and Serious Games: First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11–15, 2019, Proceedings 1 (pp. 28-41). Springer International Publishing.pt_PT
dc.identifier.doi10.1007/978-3-030-34644-7_3pt_PT
dc.identifier.urihttp://hdl.handle.net/10400.13/5692
dc.language.isoengpt_PT
dc.publisherSpringer International Publishingpt_PT
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/pt_PT
dc.subjectMuseums and cultural heritagept_PT
dc.subjectDigital nativespt_PT
dc.subjectGamingpt_PT
dc.subjectAugmented realitypt_PT
dc.subjectInteractive storytellingpt_PT
dc.subject.pt_PT
dc.subjectFaculdade de Ciências Exatas e da Engenhariapt_PT
dc.titleAugmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palacept_PT
dc.typeconference object
dspace.entity.typePublication
oaire.citation.endPage41pt_PT
oaire.citation.startPage28pt_PT
oaire.citation.titleEntertainment Computing and Serious Games: First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019pt_PT
oaire.citation.volume11863pt_PT
person.familyNameNisi
person.familyNameQuintal Cesário
person.familyNameNunes
person.givenNameValentina
person.givenNameVanessa
person.givenNameNuno
person.identifier1379802
person.identifier.ciencia-id121B-A629-000D
person.identifier.ciencia-id2117-1F65-4AB2
person.identifier.ciencia-idDE1D-5AAF-B0A9
person.identifier.orcid0000-0002-8051-3230
person.identifier.orcid0000-0002-0938-9476
person.identifier.orcid0000-0002-2498-0643
person.identifier.ridG-8658-2018
person.identifier.ridM-4006-2013
person.identifier.scopus-author-id22433754200
person.identifier.scopus-author-id8704415000
rcaap.rightsopenAccesspt_PT
rcaap.typeconferenceObjectpt_PT
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relation.isAuthorOfPublication1ca7b0b5-47de-411a-9fa5-d10af2930f1a
relation.isAuthorOfPublication.latestForDiscoveryb913f3ee-99dd-4584-9922-0ed2a109b3f0

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