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    <article-meta>
      <title-group>
        <article-title>Establishing a theoretical background for a museum-centric entertainment system</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio Origlia</string-name>
          <email>antonio.origlia@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Maria Laura Chiacchio</string-name>
          <email>marialaurachiacchio@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dario Di Mauro</string-name>
          <email>dario.dimauro@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Cutugno</string-name>
          <email>cutugno@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Electrical, Engineering and Information, Technology - University of</institution>
          ,
          <addr-line>Naples “Federico II”</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dept. of Information, Engineering - University of</institution>
          ,
          <addr-line>Padua</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>URBAN/ECO Research, Center - University of Naples</institution>
          , “
          <addr-line>Federico II”</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The use of gaming to provide additional value to cultural experiences, like museums visits, is not novel. The increased possibilities to access the game market opened by online platforms make the communicative and emotional characteristics of digital games an opportunity for promotion. In this paper, we discuss the theoretical foundations of an approach aimed at producing digital games meant to be part of a continuing emotional experience. We draw from psychological and museological research to motivate our view on the relationships between game designers and museum experts. By concentrating on archaeological and art museums, we advocate for the need of a methodological approach to the design of games for museums aimed at promoting the value of cultural experience as it is, thus countering the plethora of technological instalments that often risk averting the attention from the collection.</p>
      </abstract>
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      <p>
        Author Keywords
Digital games; cultural heritage; game design
INTRODUCTION
Interactive technology is generally considered to be a
powerful cultural amplifier [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] but, while it is indeed a
powerful support for learning, motivating people to access cultural
contents requires a higher attracting power than the novelty
offered by innovative technology alone. While being
underestimated in the past, the use of games for cultural transfer
has received an increasing amount of interest in recent times.
Playing has an intrinsic, biological value and an important
role in activating neural structures [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that interact with brain
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      </p>
      <p>Copyright c by the paper’s authors.</p>
      <p>
        GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
areas typically associated with emotions, like the amygdala,
whose role has been studied relatively to the emergence of
fear [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This is of interest for our work as the positive
effect emotions have on strengthening memories is established
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. From a psychological point of view, intrinsic and
extrinsic motivations together with Self-Determination Theory are
a common choice for frameworks designed to support
gamification, as reported in [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
      </p>
      <p>
        Gamified museum visits and serious games have been
investigated in the past to support learning tasks. Playful games,
designed only to amuse, cannot be used for learning but they do
have the potential to be powerful means of promotion, as they
can help creating positive attitudes towards museum contents.
Such games are of interest for museums as storytelling has
an important communicative function in cultural heritage [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
The concept of museum includes too many different kinds of
places ranging from art museums to zoos [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. It is, therefore,
necessary to establish the boundaries in which we are going
to move. The domain of interest, for our work, is constrained
to archaeological and art museums because this specific kind
of institution is particularly challenging for interface design
as special respect is due to the collections. Summarising,
our theoretical framework aims at highlighting the key points
through which the value of digital games can be exploited to
create interest around archaeological and art museums. By
using game elements and narrative design to connect all the
phases of cultural heritage experience, we describe systems
composed by heterogeneous interfaces that lead users from
engaging in playful activities to accessing deeper contents.
The ultimate goal of the proposed approach is to provide
designers with the methodological knowledge needed for the
creation of gaming experiences in this field. The main goal
should be to increase the perception people have of museums
as places capable of satisfying personal interests and worth
investing free time. We design this approach on the basis
of previous results coming from psychological, museological
and game design research.
      </p>
      <p>
        A MUSEUM-CENTRIC ENTERTAINMENT SYSTEM
Given the strong research trend towards gamification and
serious games, attempts to introduce gaming mechanics to
support cultural heritage have been focusing on learning. Visits
to museums, however, are primarily motivated by personal
interests and are the result of a choice concerning a very
delicate matter for people: how to spend free time. The main
difference in accessing cultural heritage sites as part of a
learning program or during a Sunday morning trip lies on
the approach people adopt towards it. In the first case,
motivation is extrinsic and pain-avoiding strategies, like
gamification and serious games, may apply. In the second case,
however, people adopt a pleasure-seeking approach to select
an activity among a set of available ones. In the case of due
tasks it is possible to assume that people will be on-site to
start the design process. In the opposite case, failure to show
that visits to cultural heritage sites possess endogenous value
means people will not even reach them. One of the main
roles of a human museum educator is to recreate the
context around artefacts through storytelling, as stories have the
power to reinstate the context lost by atomisation while
creating meaning, relevance and empathy [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The idea of putting
stories before collections for museums has been explored in
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While appreciation was shown towards the proposed
narrative context, it was reported that people showed resistance
towards accessing deeper contents. One of the proposed
interpretations was that users perceived the proposals of accessing
deepening material as cognitive kickouts and rather chose not
abandon the story. From this reported experience, we
conclude that it is critical, for a successful presentation of art
and archaeological museums as activities possessing
endogenous value, to avoid making them compete for the visitors’
attention. Our approach to the use of digital games in the
considered case, therefore, advocates for their use only when
off-site. In our view, the digital game should create the
conditions for other approaches designed to deliver information to
be spontaneously accessed by users. Starting from the
framework of cultural heritage experience presented in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
considering the three steps of Planning, Visit and Summary, we
prepend a Motivation phase that can be supported by
technology through the use of playful games. The integration
among different technologies supporting the various phases
of cultural heritage experience gives rise to a coherent
system where museum visits are part of the experience.
Aiming at motivating spontaneous exposition to cultural contents
through the use of entertainment, we will refer to this
framework as the Museum-centric Entertainment System (MES).
We define it as a set of interactive technologies combined into
a transmedia storytelling system to increase the perceived
value of art and archaeological museums. As, reported by [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
for some categories of museum visitors, the role of curiosity
in motivating a museum visit is fundamental. Interestingly,
psychological literature confirms that a number of behaviours
shown by curious people are of interest for cultural heritage.
When curious, people ask questions [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], manipulate
interesting objects [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], read deeply [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], persist on challenging
tasks [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], examine interesting images [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
      </p>
      <p>
        The relationship between surprise and curiosity is very strong
and, according to [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], curiosity reflects the desire to close
inherently unpleasant information gaps. This desire,
however, depends on the perceived likelihood that the gap will
be closed by accessing information [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Moreover, it has
also been suggested that “[. . . ] the amount of pre-existing
knowledge in a particular domain may impact on the
perceived likelihood of closure” [16, p. 57]. This implies that
curiosity may arise not only by increasing the amount of
information delivered, but also by reducing the perceived size
of the domain. Museums can be intimidating for the general
public as information gaps may be perceived as less likely to
be closed because of topics wideness. If a narrative is
designed to leave small information gaps, however, the interest
domain will be constrained to the story itself, which is more
manageable and therefore likely to stimulate curiosity. In the
framework of MES, information gaps in game stories should
be placed as part of the background and left to be filled after
the story has been told, in order to motivate access to the other
modules. Examples of how to accomplish this are recurring
jokes, historical events in the background, casual
conversations among non-playing characters and external causes of
narrative twists. It is important to note that curiosity towards
a topic is not the same as knowledge: while the two indeed
correlate, curiosity has a higher value for people who go visit
museums [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Museums represent, to visitors, only a step in a
lifelong learning process that involves voluntary exposure to
contents belonging to the area of interest. It gains value
because of the pleasure it provides in giving information that is
perceived as interesting. Games share with museum visits the
same motivation people have to interact with them: for some
kind of personal reason, they are both perceived as possessing
endogenous value, which is not quantifiable in material gain
but only in the satisfaction coming from fruitfully investing
free-time in them. A finished and successful gaming
experience gains credibility that can be spent in proposing
experiences that provide insight and different views on the topics
depicted by the game. Proposing these experience extensions
beyond the boundaries of the game is a nowadays common
strategy used by game producers to capitalise on
merchandising. Through this same strategy, deep contents may be
provided with the additional value endowed by narratives while
avoiding cognitive kick-outs. Contents used to create
background to an entertaining narrative may later come to the front
and be more easily contextualised when encountered on-site.
In MES, the difficult task of on-site content delivery can be
efficiently supported through the use of echoes: multimedia
references to the gaming experience that are designed to reduce
the time needed for museum educators to reconstruct context
around the objects of interest. Echoes are strictly linked to
the emotional memories created during the gaming
experience and are designed to let context be easily evoked, rather
than created, during the visit. This particular point
differentiates the use of games we propose from persuasive games,
which are a subset of serious games and have the primary goal
of changing or reinforcing specific attitudes [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. As for other
serious games, in persuasive games the underlying message is
always contained in the game itself. Digital games, in MES,
do not have a persuasive intent if taken independently: it is
Interpretation
Gameplay
      </p>
      <p>
        Pleasure
the larger system they are part of that is, instead, intended to
raise interest towards the museum. While previous work has
investigated the importance of preconditions to the visit both
from a museological [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and from a technological [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] point
of view, we further detail this by distinguishing promotional
activities, centred on pure entertainment, from advertisement
activities, designed to encourage commitment.
      </p>
      <p>STORYTELLING OF CULTURAL EXPERIENCE
In order to design user cultural experience as transmedia
storytelling, we have to delimit the roles and methods used in
each phase of cultural experience, summarised in Table 1.
Interaction design should adapt accordingly to support the goal
of each phase. For the objectives of this paper, we will
concentrate on aspects related to game design and on their use
throughout the overall experience.</p>
      <p>Promoting
Digital games used to create curiosity around the museum
should be designed to present emotionally powerful
experiences and should prepare the ground for later steps to
capitalise on this. We detail how this can be accomplished by
describing the design process here. The design of the
promotion involves gameplay, narratives and characters as shown
in Figure 1. The whole process starts from an Interpretation
provided from analyses performed by domain experts, so that
the development of the presented game elements builds on the
collection of historical facts. The dashed lines indicate that
gameplay, narrative and characters are strongly intertwined.
Exhibit analysis
Before starting to design the digital game to promote visits to
the museum, it is necessary to establish what the museum can
offer, how it presents itself to the public and how the public
actually perceives it. In the case of art and archaeological
museums, where cultural heritage preservation and presentation
are the objective, the museum often struggles to go beyond its
image of a place of learning only. It is important, at this stage,
to identify the characteristics of the exhibits that are better
suited to be included in a coherent narrative that can be later
used to present the museum as a source of an interesting story
and a provider of deeper contents about it. In restoration of
damaged artefacts, the original status of a partially destroyed
piece can be just imagined; similar hypothesis are made on
elements around which the game experience should be built.
It is necessary to collect the historical data available and, at
the same time, identifying blank spots that can be safely filled
with narrative contents. The result of this phase should be a
set of historically established facts combined with a set of
blank spots to exploit for the benefit of the narrative.
Additionally, occasions to introduce fun facts in the game should
be noted to support discussion elicitation in later phases of
the experience through exhibition. In MES, the set of facts
and blank spots is used to plan which parts of the gaming
experience should be highlighted and later recalled during the
other phases of cultural heritage experience.</p>
      <p>Gameplay design
Through gameplay, designers deliver the message they intend
to communicate. This is not to advertise the museum visit but
rather to communicate that objects exposed in the museum
were once part of everyday life and had specific goals and
importance. However, differently than interactive technologies
already applied to cultural heritage, in digital games, player
choices must have a clear impact on the story being told as
“[. . . ] a failure to provide a convincing sense of agency is
frequently a reason that game scenes (or entire games) fall flat”
[8, p. 106] and it reduces their sense of Autonomy.
Learning how to move through the game and making the avatar
look more and more competent about the tasks he performs
appeals to the mental need of Competence. From a social
perspective, it is mandatory for games to provide an invitation to
play. When accepted, this testifies the user’s will of
entering lusory attitude: the “curious state of affairs wherein one
adopts rules which require one to employ worse rather than
better means for reaching an end” [29, p. 23]. This element is
critical for technological systems as it gives users a socially
acceptable reason to accept the constraints established by the
game. The role of gameplay design in MES is to highlight
objects of interest by making people use them to perform actions
in the game. Objects made interactive or playing a significant
role in the story become prominent in the eyes of the player as
they clearly stand out of the surrounding context. Choosing
which objects should become part of game mechanics is a
decision that should be taken in accordance with the importance
of objects in exhibits. This not only refers to the iconic value
of the object for the exhibit: the role the object has as part of
the whole story the exhibit is designed to convey should be
taken into account.</p>
      <p>
        Narrative design
The role of narrative design in MES is to show the
dynamics of the world objects of interest were part of by
immersing the user in them. The produced narrative intentionally
leaves information gaps to be filled by accessing the museum.
These gaps should not be related to the main plot but only
be present in the contextual setup. This is to create a
situation in which users are led to believe that accessing a
minimum amount of information will complete their knowledge
of the game world, thus eliciting curiosity. Although many
of the traditional aspects of narrative design hold for
stories told through games, the strong presence of interactivity
challenges traditional theoretical frameworks of narrative
description [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. They may take into account, for example, the
manually annotated tension of narrative events or the user
inclination towards specific playing styles to predict emotional
feedback and adjust itself accordingly [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In order to satisfy
agency through interactivity, this [17, p. 60] “[. . . ] must have
consequences that make sense, and what the user does must
have a true impact on the story. On the other hand, too much
freedom will give users the chance to disrupt the plot line by
adopting unforeseen behaviours. To balance the two aspects,
designers should not aim at giving the player full freedom in
the game but they should rather create the illusion of
freedom. If this is successful, “[. . . ] the player has the wonderful
feeling of freedom, and the designer has managed to
economically create an experience with an ideal interest curve and an
ideal set of events” [24, p. 319].
      </p>
      <p>
        Character design
There are two main groups of characters in digital games:
Playing Characters (PCs) and Non-Playing Characters
(NPCs). PCs are the player’s avatar into the game world
while NPCs are controlled by the game system to follow the
narrative, present challenges and make the story move
forward. In our discussion, we will consider design and roles of
these two categories of characters separately. In both cases,
however, the goal of character design is to create actors that
will make players care about their fate. Role playing games
(RPGs) have been proposed for cultural heritage, but there is
still confusion about player and PCs. One common
misunderstanding lies in assuming that the player is the character. In
RPGs the player creates a character she would like to guide
through the narrative by exploiting his capabilities and, as
importantly, dealing with his deficiencies. This, combined with
social data coming from sources normally used for
recommendation (see [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]) may yield critical insight to efficiently
advertise and support museum visits. NPCs, either allied with
or opposing the player, provide the motor force that drives the
story. Conflict is the most important aspect NPCs introduce
in the game system: having a significantly strong and
motivated opponent is one of the key aspects in building drama
and, therefore, keep the player interested in playing the game.
Other characters that are not under the direct control of the
player but are clearly influenced by her choices can provide
further motivation to keep playing. The main characters in
the game should evolve as the story progresses by growing
and developing. Growth “[. . . ] describes the changes that
occur to the character as she progresses through the story”
[27, p. 45] while, following William Archer, development
is “[. . . ] not change, but rather unveiling, disclosure” [27,
p. 45]. The role of characters in MES is to show the
relationships people had among themselves, their perception of
objects of interest and of the world they lived in. Showing the
growth and development of both PCs and NPCs as they move
around the world creates emotional memories linked to the
depicted events. Characters provide a representation of the
past not as lifeless historical records but as cause of change
and personal discovery for real people.
      </p>
      <p>
        Planning
As it is well known, a museum website is designed for a larger
audience than the one represented by people who played the
digital game linked to the exhibit but, for our discussion about
the design of the planning phase, we will concentrate on those
aspects of museum visits advertisements that can be presented
as a consequence of having played the game. The link
between the game environment and the website can be
established using a now commonly adopted technique exploiting
the start screen. While formulating the invitation to play,
this element now provides information about further contents
available online before the game actually starts. While the
user may not choose to follow the link the first times the
game is launched, she will have to visualise it every time.
The start screen has evolved, in recent years, to become a
channel to promote extended content, to spread news of
upcoming games and attract players on the producers’ websites.
Once on the website, advertising the visit can be done using
well-established techniques or by experimenting with
narrative approaches in a similar way to what has been done in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Web-based narratives, if present, should refer to emotional
moments in the game to advertise the experience of coming
into contact with the objects that inspired the game narrative.
Assuming this was able to capture the player’s favour, the
museum now has additional value as it hosts the same
objects the player has come to know in the fictional world. The
website should also be used to adequately prepare visitors to
a museum experience motivated by the emotional content of
the game, as “[. . . ] one of the best ways to ensure that
visitors have a satisfying experience is to try as much as possible
to prepare and orient them prior to their visit” [4, p. 259].
The website should communicate explicitly that the
playervisitor will have the chance to enter in direct contact with the
remains of the world depicted by the game, attempting to
exploit the common knowledge ground established by the game
experience as part of a persuasive strategy based on echoes.
Visiting
A visit to the museum, viewed as an entertaining experience
shaped with the collaboration of the visitor himself, should
appeal to the same mental needs considered for the
development of a game. For example, interacting with a museum
educator on a verbal and non-verbal level, establishes a social
situation in which the appropriate amount of detail is
provided depending on the social signals shown by the visitor.
When people feel involved in shaping the visit, there is
satisfaction of the Autonomy mental need. Technology can be
a powerful means to showcase cultural heritage and museum
experts pay a lot of attention in communication campaigns
that involve modern communication channels to deliver
information. In our work, we focus on the case of art and
archaeological museums, where a successfully enjoyed
experience lies in establishing a direct relationship between the
preserved heritage and the visitors. It is important to deliver
the interpretative keys people need in order to relate with the
object and make sense of it by themselves. Being able to spot
details previously undetected and understanding their
meaning, either in the context of artistic expression or of everyday
use, is the main kind of pleasure sites of interest for our work
can provide and is directly related to satisfying the
Competence mental need. Discussing new, interesting topics with
visit companions and interacting with the museum educator
are elements that satisfy Relatedness. In this setting the most
competent element of the social group, the educator, is not
an authoritative figure: it rather is an important part of the
experience itself. By interacting with the museum educator
people can feel part of a social network in which
information relevant for the task at hand, making sense of the exhibit,
flows as a discussion rather than as a frontal lesson. In this
social network, the museum educator has a relevant role as she
represents the centre of a system in which questions are
continuously asked and, more than answered, discussed. Visits to
art and archaeological museums require that technology stays
in the background as much as possible. The visual channel,
in particular, should not be contended to objects of interest
by technological artefacts. Also, the mediating presence of
a human being cannot be entirely substituted by automated
approaches: the efficacy of human-human communication to
transmit the value of preserved objects and works of art as
part of ancient, living worlds remains unsurpassed. The
museum educator, though, can be supported in her task of
context creation by using technologies occupying channels other
than the visual one. In the framework of MES, audio
augmented reality can represent a particularly powerful option.
The effect of storytelling and acting has been demonstrated
in the past to help entertain visitors while delivering serious
content [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This strategy would allow using powerful echoes
of the gaming experience, like soundscapes, music and voice
actors, to reduce the time the educator needs to create the
context without contending visual attention to the objects of
interest. Information gaps left open by the game narrative
should be closed during the visit to provide satisfaction in the
visitors who played the game.
      </p>
      <p>Summarising
The last phase of the cultural heritage experience should
strengthen the memories of the visit by eliciting discussion
about it. In the framework of MES, discussion can be elicited
primarily by revealing the connections between the exhibit
and the game. It is common, in the movie industry, to
provide behind the scenes documentaries to describe how a
certain film was created. The same kind of content is becoming
more and more available about games, especially now that the
tools to produce such artefacts have become publicly
affordable. Describing the process through which the creative team
has interpreted the exhibit provides a good way to connect the
fresh experience of the visit with the emotional memories of
the game and opens a new point of view over the entire
experience for the visitors to discuss. This is the chance to expose
fun facts and to use the collected data to provide a profile of
the visitors to recommend further cultural experience.
RESEARCH ISSUES
While the theoretical background we presented is motivated
by previous findings in the literature, the core of MES, the
information flow from playful games to the various phases
of cultural heritage experience, needs to be investigated in
practice. Since MES spans multiple views of cultural
heritage experience and involves different aspects of game
design, we will describe here the research issues we prioritise
and provide a brief description of how these will be
investigated in the next future through the use of simple games
focusing on different aspects of MES. Concerning
narrativerelated issues, it is necessary to establish how information
gaps should be planned and presented in order to stimulate
curiosity towards museum visits. A story-focused game will
be designed to test this issue. The game should inform the
user that a piece of background information is not present
through narrative expedients, as described before. In order
to measure the impact these strategies have in directing users
towards deeper content, links to an informative interface will
be provided when the user is not playing the game (i.e. in the
main menu screen). The number of users that were
successfully redirected towards this second interface and the
subsequent interaction analysis will represent the evaluation
measures for this task. Concerning characters, the first aspect to
explore, in MES, is the possibility to substitute user profiles
with customised characters to inform assistant AI systems.
By developing a game focusing on character building and
progression and by recording the way the user interacts with
NPCs, a user model will be obtained and subsequently used
to recommend museum visits. The standard measures used to
evaluate recommendation systems will, then, be used to
evaluate the appropriateness of the obtained model. Concerning
gameplay, the research issue to be primarily investigated will
be the efficacy of different components of gameplay
(mechanics, sounds, visuals. . . ) in acting as echoes. A game based on
emergent mechanics will be developed to maximise
replayability and expose users to repeated play sessions. Different
types of echoes will be associated to specific information to
be given during a guided museum visit. The amount of
information users will be able to recall after being presented
the corresponding stimuli on-site will represent the
evaluation measure to be used in this task.</p>
      <p>CONCLUSIONS
We have presented the theoretical background for a approach
to game design applied to cultural heritage linking all the
phases of cultural experience into a cohesive narrative.
Different interfaces work together in this museum-centric
framework on the basis of entertainment contents provided by a
leisure activity: playing the game. In our view, games are
not designed to deliver serious contents or persuade players
to visit museums. They rather promote cultural contents and
create the preconditions for other interfaces designed to
advertise and support museum visits to build upon. The playful
experience can be capitalised during visits and
summarisation using echoes of the playful contents, provided as part of
a continuing experience. In this setting, games acquire a
motivational and preparatory value for museum visits to exploit
without suffering invasive intervention. Future work will
concentrate on designing and deploying cultural experiences
produced using the methodology presented here to further report
on the design process.</p>
      <p>ACKNOWLEDGEMENTS
This work is developed in the framework of the Italian PRIN
project Cultural Heritage Resources Orienting Multimodal
Experience (CHROME).</p>
      <p>Antonio Origlia’s work is supported by Veneto Region and
European Social Fund (grant C92C16000250006).</p>
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