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

dc.contributor.authorFerreira, Cátia
dc.date.accessioned2026-09-10T09:42:49Z
dc.date.available2026-09-10T09:42:49Z
dc.date.issued2018-11-01
dc.description.abstractDigital 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?eng
dc.identifier.doi10.34632/9789725406311_11
dc.identifier.other05dca99a-d78a-459a-b564-22c9079135d1
dc.identifier.urihttp://hdl.handle.net/10400.14/59311
dc.language.isoeng
dc.peerreviewedno
dc.publisherUniversidade Católica Editora
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectCultural heritageeng
dc.subjectDigital gameeng
dc.subjectMonumentseng
dc.subjectRepresentationeng
dc.subjectFallout 4eng
dc.subjectSecond Lifeeng
dc.titlePlaying with cultural heritage: the virtualization of monuments in digital games
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage158
oaire.citation.startPage145
oaire.citation.titlePatrimónio cultural e transformação digital
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85

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