“Play” is a very big idea. Game playing is a very engaging activity, one that evokes a level of commitment and concentration in players that
Part Two of this series explores the definitions and characteristics of games and how they differ fr cultural heritage experiences.
Does gamification work? What value does it have for cultural heritage professionals looking to engage audiences deeply?
An initial literature review of references I’ve collected in anticipation of the CINE Seminar in Reykjavik on 16 MArch 2018.
Values Museums love to talk about their values. A quick Google search of “museum values” will turn up a long list of worthy-sounding concepts like
I’m scrambling to get the last post of the Useful Dialectics series done, before I leave for China next week, and MCN the week after.