Smart Escape Rooms for Cultural Heritage: A Systematic Review.

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Bibliographic Details
Title: Smart Escape Rooms for Cultural Heritage: A Systematic Review.
Authors: Karageorgiou, Zoi1,2 zoikara@hotmail.com, Michalakis, Konstantinos1 kmichalak@aegean.gr, Konstantakis, Markos1 mkonstadakis@aegean.gr, Alexandridis, Georgios1 gealexandri@aegean.gr, Caridakis, George1 gcari@aegean.gr
Source: Proceedings of the European Conference on Games Based Learning. 2021, p404-411. 8p.
Subject Terms: *Active learning, *Educational games, Escape rooms, Cultural property, Digital technology
Abstract: The intelligent age and smart culture era provide a new environment where everything, including artifacts, is tagged with devices to capture and provide the required information. Organizations, game designers, educators and other stakeholders can utilize these technological opportunities to create extreme immersive and interactive experiences. They look forward to examining the combination of new methods and tools during in-site or outdoor visits, in order to intrigue and attract visitors and provide opportunities to experience emotional involvement and dominance feelings. Alike cities, heritage sectors all over the world envision to connect artifacts and other objects, so to urge smartness in their environments, and integrate Internet of Things (IoT) and other technologies, in order to uplift visitor’s involvement and interest for cultural collections. In addition, serious games development and their evolution enhance mental or physical engagement and broaden knowledge and skills in an entertaining and exciting way. This paper presents a systematic review that focuses on the use of escape rooms in the context of serious games, in museums or other places of cultural interest. Technological tools, platforms, tangible or digital objects, IoT elements, evaluation methods and their results and limitations are organized and mapped through a number of literature publications over the last 5 years. Seven qualified studies fulfilled specific criteria and PRISMA have been used as a guideline. The analysis indicates that IoT-escape room type of games can provide an enjoyable experience and immerse visitors as active learners who creatively use unknown tools, decision-making, communication and critical thinking during their play in a cultural/historic environment. These games refer to any type of visitor’s group, affect traffic time and uplift cultural interest. Apart from that, they are also important to anyone who desires to promote and create motivational projects with cultural content using the escape room game mechanics and IoT elements. To the best of our knowledge, this review is among the first to provide a structured study with closely considered data collection and analysis. [ABSTRACT FROM AUTHOR]
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Database: Education Research Complete
Description
Abstract:The intelligent age and smart culture era provide a new environment where everything, including artifacts, is tagged with devices to capture and provide the required information. Organizations, game designers, educators and other stakeholders can utilize these technological opportunities to create extreme immersive and interactive experiences. They look forward to examining the combination of new methods and tools during in-site or outdoor visits, in order to intrigue and attract visitors and provide opportunities to experience emotional involvement and dominance feelings. Alike cities, heritage sectors all over the world envision to connect artifacts and other objects, so to urge smartness in their environments, and integrate Internet of Things (IoT) and other technologies, in order to uplift visitor’s involvement and interest for cultural collections. In addition, serious games development and their evolution enhance mental or physical engagement and broaden knowledge and skills in an entertaining and exciting way. This paper presents a systematic review that focuses on the use of escape rooms in the context of serious games, in museums or other places of cultural interest. Technological tools, platforms, tangible or digital objects, IoT elements, evaluation methods and their results and limitations are organized and mapped through a number of literature publications over the last 5 years. Seven qualified studies fulfilled specific criteria and PRISMA have been used as a guideline. The analysis indicates that IoT-escape room type of games can provide an enjoyable experience and immerse visitors as active learners who creatively use unknown tools, decision-making, communication and critical thinking during their play in a cultural/historic environment. These games refer to any type of visitor’s group, affect traffic time and uplift cultural interest. Apart from that, they are also important to anyone who desires to promote and create motivational projects with cultural content using the escape room game mechanics and IoT elements. To the best of our knowledge, this review is among the first to provide a structured study with closely considered data collection and analysis. [ABSTRACT FROM AUTHOR]
ISSN:20490992
DOI:10.34190/GBL.21.104