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Resumo(s)
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?
Descrição
Palavras-chave
Cultural heritage Digital game Monuments Representation Fallout 4 Second Life
Contexto Educativo
Citação
Editora
Universidade Católica Editora
