Serious games are becoming a new interactive way to virtually rediscover ancient civilizations and reinterpret their distinctive features, through simulation and immersive experience. Serious games are also designed according to interdisciplinary principles aimed at capitalizing, at an educational level, suggestions that have emerged from borderline studies such as history, philological, pedagogical, and anthropological sciences. In this contribution, we will try to bring out some considerations: 1) serious games can be designed following the principle on which experimental archaeology is based, i.e., verifying first-hand the conditions experienced by other human beings from an anthropological point of view 2) the design of serious games must consider assistive technologies to become an educational tool promoting inclusion.
I serious game stanno diventando un nuovo modo interattivo per riscoprire virtualmente antiche civiltà e reinterpretare i loro tratti distintivi attraverso la simulazione e l’esperienza immersiva. I serious game sono anche progettati secondo principi interdisciplinari volti a capitalizzare, a livello educativo, le suggestioni emerse dagli studi di confine, quali la storia, le scienze filologiche, pedagogiche e antropologiche. In questo contributo si cercherà di far emergere alcune considerazioni: 1) i giochi seri possono essere progettati seguendo il principio su cui si basa l'archeologia sperimentale, ovvero verificare in prima persona le condizioni vissute da altri esseri umani da un punto di vista antropologico 2) la progettazione di serious game deve tenere conto delle tecnologie assistive per divenire uno strumento educativo promuovente l'inclusione.
HOW SERIOUS CAN PROMOTE INCLUSION, HISTORY AND CULTURAL HERITAGE THROUGH THE VIRTUAL REALITY
Alessio Di Paolo
;Veronica Beatini
;Michele Domenico Todino
;Stefano Di Tore
2023-01-01
Abstract
Serious games are becoming a new interactive way to virtually rediscover ancient civilizations and reinterpret their distinctive features, through simulation and immersive experience. Serious games are also designed according to interdisciplinary principles aimed at capitalizing, at an educational level, suggestions that have emerged from borderline studies such as history, philological, pedagogical, and anthropological sciences. In this contribution, we will try to bring out some considerations: 1) serious games can be designed following the principle on which experimental archaeology is based, i.e., verifying first-hand the conditions experienced by other human beings from an anthropological point of view 2) the design of serious games must consider assistive technologies to become an educational tool promoting inclusion.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.