A systematic review of the definition and measurement of engagement in serious games

G Hookham, K Nesbitt - … of the australasian computer science week …, 2019 - dl.acm.org
A systematic review was designed to address the question of" What is engagement and how
has the term been used, defined and measured in the context of serious games?". The goal …

Integrating a location-based mobile game in the museum visit: Evaluating visitors' behaviour and learning

I Rubino, C Barberis, J Xhembulla… - Journal on Computing and …, 2015 - dl.acm.org
Location-based systems currently represent a suitable solution to enhance cultural
experiences inside museums, as they can satisfy visitors' needs through the provision of …

Family activity model: Crossroads of activity environment and family interactions in family leisure

KK Melton - Revisiting Family Leisure Research, 2018 - taylorfrancis.com
This article proposes the Family Activity Model (FAM) that integrates the previous work of
Orthner's theoretical constructs of joint and parallel activities with Zabriskie and McCormick's …

[HTML][HTML] Designing with teenagers: A teenage perspective on enhancing mobile museum experiences

V Cesário, V Nisi - International Journal of Child-Computer Interaction, 2022 - Elsevier
Teenagers are an understudied group within the Interaction Design and Children
community. Museums and cultural heritage spaces offer solutions for young children but …

Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies

V Cesário, V Nisi - ACM Journal on Computing and Cultural Heritage, 2023 - dl.acm.org
While museums are designed to engage and interest various audiences, teenagers are
often a neglected segment. Without digital interactivity, it is challenging for a museum to …

Teenage visitor experience: Classification of behavioral dynamics in museums

V Cesário, D Petrelli, V Nisi - Proceedings of the 2020 CHI Conference …, 2020 - dl.acm.org
Teenagers' engagement in museums is much talked about but little research has been done
to understand their behavior and inform design. Findings from co-design sessions with …

[PDF][PDF] The integrated museum engagement model (IMEM): Bridging participatory design, immersive storytelling, and digital representation for enhanced museum …

V Cesário, P Campos - The International Journal of the Inclusive …, 2024 - researchgate.net
In a time marked by rapid technological progress and evolving visitor expectations,
museums and cultural heritage sites find themselves at a crucial point of transformation. This …

Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade …

K Martinez, D Checa, A Bustillo - Electronics, 2024 - mdpi.com
Research into the design of serious games still lacks metrics to evaluate engagement with
the experience so that users can achieve the learning aims. This study presents the new …

Matching serious games with museum's educational roles: smart education in practice

M Wang, MB Nunes - Interactive Technology and Smart Education, 2019 - emerald.com
Purpose This study aims to present a meta-analysis of the use of serious educational games
in museums. The analysis is based on a critical literature review that maps educational roles …

Gaming versus storytelling: understanding children's interactive experiences in a museum setting

M Radeta, V Cesario, S Matos, V Nisi - Interactive Storytelling: 10th …, 2017 - Springer
While gaming and storytelling are considered to be common approaches to engage
audiences with a museum's collections, a formal comparison of the two has not been found …