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Playing with cultural heritage: the virtualization of monuments in digital games

Research output: Chapter in Book/Report/Conference proceeding › Chapter

Abstract

Digital technologies have changed access to cultural heritage. Digital games are one of the most engaging forms of digital media, as they tend to offer complex storyworlds, they may be seen as appropriate settings for the recreation of first life heritage sites. Based on a qualitative methodology, having content analysis as data collection method, the chapter presents the case of two games: Falllout 4 and Second Life, intending to contribute to the discussion around the potential of digital games for repurposing heritage sites. The following research questions will be addressed: How is representation of heritage sites occurring in digital games? What is the role represented by monuments in the analysed games? What are the main differences in the representation in a commercial ‘finished’ game and a virtual world co-created by users?
Original languageEnglish
Title of host publicationPatrimónio cultural e transformação digital
EditorsFernando Ilharco, Peter Hanenberg, Marília dos Santos Lopes
Place of PublicationLisboa
PublisherUniversidade Católica Editora
Pages145-158
Number of pages14
ISBN (Electronic)9789725406311
DOIs
Publication statusPublished - Nov 2018

Publication series

NamePovos e Culturas
PublisherResearch Centre on Peoples and Cultures
Number22
ISSN (Electronic)0873-5921

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities

Keywords

  • Cultural heritage
  • Digital game
  • Monuments
  • Representation
  • Fallout 4
  • Second Life

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