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Nano-Games for Cultural Venues: the HEAL game

Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an i...

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Detalles Bibliográficos
Autores principales: Rompa, Jenny, Lepouras, Georgios, Antoniou, Angeliki, Pequenão, Joao
Lenguaje:eng
Publicado: 2020
Materias:
Acceso en línea:https://dx.doi.org/10.17083/ijsg.v7i2.344
http://cds.cern.ch/record/2799805
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author Rompa, Jenny
Lepouras, Georgios
Antoniou, Angeliki
Pequenão, Joao
author_facet Rompa, Jenny
Lepouras, Georgios
Antoniou, Angeliki
Pequenão, Joao
author_sort Rompa, Jenny
collection CERN
description Many are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games. We define nano-games as short, easy to master, self–contained games of a single level of difficulty, having basic and direct rules that stay unaltered throughout the play and challenge players with clearly defined goals reachable within tens of seconds of gameplay. This approach has been adopted and evaluated in the premises of European Center for Nuclear Research (CERN).
id cern-2799805
institution Organización Europea para la Investigación Nuclear
language eng
publishDate 2020
record_format invenio
spelling cern-27998052022-01-25T22:16:59Zdoi:10.17083/ijsg.v7i2.344http://cds.cern.ch/record/2799805engRompa, JennyLepouras, GeorgiosAntoniou, AngelikiPequenão, JoaoNano-Games for Cultural Venues: the HEAL gameEducation and OutreachMany are the times when visitors leave an exhibition without a clue about its message. In an effort to eliminate this phenomenon, museums, institutes and organisations (MIOs) adopt more attractive, engaging and fun content to provide a high quality and fast learning experience. Games seem to be an interesting suggestion to this approach but they are time consuming. To this end, we introduce nano-games. We define nano-games as short, easy to master, self–contained games of a single level of difficulty, having basic and direct rules that stay unaltered throughout the play and challenge players with clearly defined goals reachable within tens of seconds of gameplay. This approach has been adopted and evaluated in the premises of European Center for Nuclear Research (CERN).oai:cds.cern.ch:27998052020
spellingShingle Education and Outreach
Rompa, Jenny
Lepouras, Georgios
Antoniou, Angeliki
Pequenão, Joao
Nano-Games for Cultural Venues: the HEAL game
title Nano-Games for Cultural Venues: the HEAL game
title_full Nano-Games for Cultural Venues: the HEAL game
title_fullStr Nano-Games for Cultural Venues: the HEAL game
title_full_unstemmed Nano-Games for Cultural Venues: the HEAL game
title_short Nano-Games for Cultural Venues: the HEAL game
title_sort nano-games for cultural venues: the heal game
topic Education and Outreach
url https://dx.doi.org/10.17083/ijsg.v7i2.344
http://cds.cern.ch/record/2799805
work_keys_str_mv AT rompajenny nanogamesforculturalvenuesthehealgame
AT lepourasgeorgios nanogamesforculturalvenuesthehealgame
AT antoniouangeliki nanogamesforculturalvenuesthehealgame
AT pequenaojoao nanogamesforculturalvenuesthehealgame