<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>MuseLapse, a Serious Game on Museum Activities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Silvia Arrigo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nicola Orio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniel Zilio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Cultural Heritage, University of Padua</institution>
          ,
          <addr-line>Piazza Capitaniato 7, Padua</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents MuseLapse, a serious game for mobile devices about museums, their activities and the professional skills required to manage them. The player takes the role of a museum director who is presented with several proposal from her/his collaborators which s/he can either accept or reject. Each decision has consequences on three indexes related to the number of visitors, the conservation of exhibits and the scientific prestige of the museum. MuseLapse aims at making public more aware about museums and their activities and thus at increasing the interest towards these institutions.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Serious Games</kwd>
        <kwd>Museums</kwd>
        <kwd>Mobile Applications</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Let us take as an example the design and creation of a temporary exposition of paintings.
Clearly, the first step requires the competences of an art historian who selects the paintings
to be displayed, but at the same time interacts with someone with managerial capabilities to
organizing the borrowings from other museums and taking care of the transportation and
insurance. The rooms need to be redesigned and prepared for the exposition, sometimes moving
the existing collection, by an architect. The communication of the initiative, both on oficial
and social media, requires additional professional competences that have a strong impact in the
way the exposition – and the museum as well – is perceived. All these professional figures need
to cooperate [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ], knowing that the requirements may be in contrast: an exposition that is
appealing for a mass audience may increase the number of tickets sold, but at the same time
may damage the scientific reputation of the museum.
      </p>
      <p>
        The communication of the complex nature of their activities may raise additional interest
towards museums, making these institutions closer to their public. We propose to address this
issue through a serious game, knowing that playing is one of the most natural activities that
people do throughout their entire life [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. Our approach is to let users know about managing
initiatives by taking the role of the director of a fictional museum, who has to interact with
diferent professionals and decide whether approving or rejecting their proposal, knowing that
each choice afects the museum. The serious game is called MuseLapse and is designed as a
mobile application.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        The relation between cultural heritage and serious games has been the subject of several
researcher studies and projects. There are diferent approaches: the design of serious games
applied to the cultural heritage with promotional, edutainment and educational aims; the
proposal of methodologies that guided the design process of a serious game; user profiling
within serious games, and so forth. In [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] it is proposed that cultural heritage applications
can be divided in three groups: historical reconstruction, cultural events and virtual museums.
The role of serious games about the promotion, the engaging and learning activities about
archaeology heritage are deeper analyzed in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        The Sandbox Serious Game [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], a framework for developing serious games in cultural
heritage, is based on the generalization of task-based learning theory. The model is designed to
invite player to perform cognitive tasks while exploring information-rich virtual environments,
especially in the case of images. Moreover, the work presented in [10] explores the idea that
serious games can help user to achieve learning aims through a joyful experience.
      </p>
      <p>A digital platform related to a social game for cultural heritage is HeGo [11]. In this case
players are invited to send photos taken from an historical center in order to make a 3D
reconstruction of that site. The Tsingtao Beer Museum (Qingdao, China) [12] is the setting of
a serious game based on augmented reality, which was developed to promote visits and the
follow-up purchases.</p>
      <p>MuseUs [13] is a pervasive serious game [14] for museums where players are invited to
create their own exposition during a visit. This approach allows the visitor to explore cultural
heritage through diferent perspectives. In [ 15], the main aim is to create a serious game related
to cultural heritage that is accessible without restrictions in time or place.</p>
      <p>In [16] five games were designed for a social network to promote a museum visit and to
carry out a user profiling. A mapping study of applications of serious games in museums visits
is presented in [17]. The perspectives of critical play and hybrid design in a playful museum
experience are analyzed in [18], considering the collections of the Museum of Yugoslavia. In
this case visitors can put themselves in the shoes of Tito simulating the creations of own cult of
personality.</p>
    </sec>
    <sec id="sec-3">
      <title>3. MuseLapse</title>
      <p>MuseLapse is a serious game based on the simulation of a museum’s management. The term
Muse refers to the etymology of the term “museum” as the seat all the nine goddesses presiding
the arts and sciences, while the term Lapse refers to the fact that, in order to prevent the
museum’s fortune to fade over time, the player has to make the right choices (with the help of
some luck). The term lapse is also a clear reference to “Lapse: A Forgotten Future”, a game that
was the inspiration for our approach.
“Lapse: A Forgotten Future” and “Reigns”
“Lapse: A Forgotten Future”3 is a strategic game set in the future where the player is the
president of an hypothetical Nation. In order to guide the Nation s/he interacts with a number
of characters, represented by a deck of cards. Each character presents a specific request or a
proposal to the president, who has to choose whether to accept of reject it. In both cases there
will be consequences over at least one of the four nation indexes: environment, population,
army and economy. The player’s goal is to maintain, as long as s/he can, an equilibrium among
the four indexes. When one index goes to zero the president dies, to come back to life and start
again as s/he was in a temporal loop.</p>
      <p>“Lapse: A Forgotten Future” is inspired by “Reigns”4, a videogame set in the Middle-Ages
where the player is the king of a fictitious reign. Also in this case, the king has to make a
number of decision about suggestions and requests made by her/his counselors. Both games
are apparently easy to play, at least because a single swipe gesture is needed to proceed with
the game, yet the player has to put in place a series of strategies to maintain a balance among
sometimes conflicting goals. This is the core idea that motivated the design and development of
MuseLapse.</p>
      <sec id="sec-3-1">
        <title>3.1. Game Setting</title>
        <p>In MuseLapse the player takes on the role of a director, who is responsible for the management
of a fictional museum. During the game development, the player is presented with proposals
from a number of characters, who represents diferent professionals working in real museums:
curator, communication expert, education manager, and so on. Each character proposes an
activity related to her/his domain of expertise. Because each activity presents potential benefits
3Lapse: A Forgotten Future: https://play.google.com/store/apps/details?id=com.cornago.stefano.laps
4Reigns: https://reignsgame.com/reigns/
and risks, the player has to decide whether to accept or reject it. The player’s goal is to keep
in balance three indexes that, in a simplified view, represent the main aims of a museum: to
have a large number of visitors, to preserve the exhibits from deterioration, and to maintain
high standards in scientific prestige. The game ends when any of the three indexes falls below a
given threshold, which corresponds to the dismissal of the director.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Scope of the Game</title>
        <p>The aim of MuseLapse is to raise awareness on the fact that managing a museum goes far
beyond handling visitors and taking care of the structure. Moreover this game aims to increase
interest in museums and it focuses the attention on the careful choices to be made by a director
between diferent objectives that are sometimes related and sometimes in conflict with each
other. The player should understand that museums organize a number of activities, each one
requiring specific skills and presenting a number of risks. These objectives influenced the design
of the game, which includes a number of direct references – although largely simplified – of
real life inside museums.</p>
        <p>The serious elements are:
• The role of the museum director, reduced as a binary decision process.
• The museum aims, exemplified by three main indexes.
• A selection of professionals involved in the museum management with their activities.
• A sample of the initiatives that museums can launch.</p>
        <p>• A set of scenarios corresponding to the diferent initiatives.</p>
        <p>MuseLapse focuses the player’s attention on the dificulties that the director and her/his staf
may encounter in managing all the activities carried out by the museum, while interacting with
cartoon-like characters in an easy and straightforward way.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Indexes for the Museum Aims</title>
        <p>Three indexes summarizes the museum aims and, as mentioned, the goal of the director is to
maintain all three indexes above a given threshold by taking, at each turn, the most appropriate
decision depending on the context. As it happens in a real situation, a choice may afect either
positively or negatively (or not afect at all) the indexes. Indexes are:
• Number of visitors (icon representing people), which is the most obvious of the indexes
and is related to the mission of communicating cultural heritage.
• Exhibits conservation (icon representing an amphora), which is an understandable but not
obvious index and is related to the mission of preserving cultural heritage.
• Scientific prestige (icon representing a temple), which is perhaps the less known index
and is related to the mission of carrying out scientific research on cultural heritage.</p>
        <p>The game starts with all the three indexes at the same average level, although it is possible to
apply a scafolding approach for beginners by setting the indexes at their maximum level or
even propose challenges by setting one index very close to the threshold (e.g., “Your duty is to
improve the prestige without reducing the other two indexes”). In principle, each decision may
increase or decrease all the levels, but some of scenarios may afect fewer indexes or even leave
them unchanged.</p>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Selection of Professionals</title>
        <p>The player interacts with a number of professionals that, in MuseLapse, are represented by
cartoon-like characters on a playing card and a text label. There are six professional figures in
MuseLapse:
• Conservator: manages the conservation, security and valorisation of the collections’
exhibit.
• Curator: designs and manages temporary exhibitions.
• Registrar: is in charge of the loan and handling artifacts services.
• Communication expert: organizes the communication of events and activities and takes
care of the relationships with all stakeholders.
• Marketing expert: develops marketing and promotion strategies for the museum.
• Education manager: organizes educational activities for all audiences.</p>
        <p>It is important to note that this selection is at the same time a simplification and an idealization.
It is a simplification because it does not cover all the professionals that are involved in a museum
management, although future releases of MuseLapse may easily include other characters without
altering the game structure; it is an idealization because in many small museums few employees
have to play all these roles, sometimes all subsumed by the director her/himself. We decided
that selecting only six professionals and assigning one role to each character make the game
simpler to understand. Thus any character is associated to a theme, which is correlated to
her/his skills.</p>
      </sec>
      <sec id="sec-3-5">
        <title>3.5. Defining the Scenarios</title>
        <p>The result of each activity can be partially forecast by the player, but the way they afect the
three indexes is non-deterministic, thus introducing some randomness in MuseLapse. This
is a desired efect because on the one hand it can make the game more appealing for gamers
attracted by alea and on the other hand it allows us to communicate more in detail which are
the efects on the three indexes of undertaking initiatives. In any case, museums websites very
seldom describe the efects of their initiatives and we had to envisage them anyway.</p>
        <p>We decided that each activity can have five alternative scenarios, three related to a positive
choice and two to a rejection, providing that even not acting has an impact on the museum
indexes. As for proposals, also scenarios are in the form of a short narrative provided by the
character who proposed the activity. Although they were created from scratch, all scenarios are
plausible. Randomness influences the amount of variation of the three indexes, but does not
twists their main efect. For instance, an activity that is expected to augment the number of
visitors may have scenarios where the increase is either minimal or maximal, but the number is
never decreased. Table 1 reports one proposal with all the possible scenarios and their efect on
the three indexes. Figure 1 displays two screens of the game, with a proposal and one possible
scenario.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Game Mechanics and Dynamics</title>
      <p>MuseLapse is an endless game that at each turn presents a binary choice of whether accepting
or rejecting a proposal. The game is designed for smartphone (at the moment only for Android
devices) in portrait mode; the presented app is in Italian, but a multilingual support are possible
for future versions. The player sees on the top part of screen the three icons representing the
main museum indexes.</p>
      <p>• People for the number of visitors.
• Amphora for the state of conservation of the exhibits.</p>
      <p>• Temple for the prestige of the museum.</p>
      <p>Conservator: “I suggest to plan a retraining of the staf
on managing the exhibits, strategic planning and
organizing collaboration with other institutions.”
ACCEPT: The staf training was successful. A constant update
is essential to ensure that the museum is an “institution in the
service of society and its development”.</p>
      <p>ACCEPT: We assessed in detail the tasks of each museum
professional, but someone did not take part to the retraining, putting
the collections care and the prestige of the museum at risk.</p>
      <p>Some measures have to be taken.</p>
      <p>ACCEPT: We understand that we need museum restorers! They
are important for all preventive conservation activities. This
lack entails many risks in terms of artifacts conservation.</p>
      <p>REJECT: The museum performs many diferent functions which
can only be performed by qualified staf. Refusing this
opportunity, we will lead to a deterioration of museum quality standards.</p>
      <p>REJECT: Are you sure of your choice? I’ll propose the operators’
updates again soon.
people</p>
      <p>amphora temple
-1
-1
0
+1
0
+2
-1
-2
-1
0
+3
+2
+3
-2
0</p>
      <p>The amount of colored part of the icon represents the value of the index. The numeric value
is also reported under the icon. In the main part of the screen it is presented the card with the
character, in a cartoon-like fashion. The characters communicate with the player via balloons,
that are used for both describing the proposal and reporting the efects of accepting/rejecting
it. The player can perform her/his choice by using the swipe gesture. A preview of the choice
appears, in the form of texts saying “yes” or “not”, which the player has to confirm in order to
let her/him possibly revise the decision. The bottom part of the screen displays the number of
days in charge and provides buttons for advancing through the game. The player earns points
at each choice, the more the three indexes are balanced the higher the amount of points.</p>
      <sec id="sec-4-1">
        <title>4.1. Sampling the Initiatives</title>
        <p>All the proposals made by the game characters are taken from real museum initiatives. This
choice required a preliminary analysis of the recent activities at national (i.e. Italian) and
international level. Starting from the museums oficial websites, we analyzed events, exhibitions,
social campaigns and educational activities for diferent audiences. After selecting a number
of potential activities, we assigned each one to the most related professionals and developed a
short narrative in the form of a colloquial text to be inserted in a balloon above the character.</p>
        <p>We have currently created twenty proposals for MuseLapse, evenly distributed among the six
characters. Proposal may regard the organization of a scientific conference within the museum
(by the conservator), the loan of exhibits for a temporary exhibition organized abroad (by the
registrar), the creation of a social game based on the collection (by the communication expert),
the organization of a special event about dance in the early ages (by the marketing expert) and
the launch of a yoga course inside the museum (by the education manager). All these activities
have actually been organized by at least one real museum and published on its website.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. The score</title>
        <p>The player obtains the game culture points called Lauro. The name of this resource refers to as
Laurus nobilis, or laurel, a plant that in Classical culture represented knowledge. The longer
s/he maintains his role as museum director, the more Lauros s/he is able to get. So, the player
earns points at each choice, the more the three indexes are balanced the higher the amount of
points. Figure 2 displays two screens of the game, with a proposal and the end of game display.</p>
        <p>In the current version, indexes have a range from 0 to 6, starting at 5, and each choice may
afect them by summing or subtracting a value from 0 to 5. When an index goes below zero
the game ends, corresponding to the director being fired. The value of the indexes is clipped
to 6 even in case of very positive results of a scenario. The role of luck is modulated, because
scenarios are not equally probable. For instance, as it can be seen in Table 1, accepting a proposal
can have a very likely scenario (the first), one less likely but still plausible scenario (the second)
and a third highly unlikely scenario (the third) that makes the game more challenging.</p>
        <p>The probability of these three scenarios is set accordingly to their likelihood and may change
over time when the player improves her/his competences in gameplay. In this first version of
the game the function that scores the number of Lauros obtained is linear and depends by the
number of days on charge. We are going to evaluate a more dynamic score functions that takes
care of the current level of the three parameters.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. First Evaluation</title>
      <p>A first qualitative evaluation of MuseLapse was carried out during the European Researchers’
Night 2021, which was an international dissemination event, jointly organized by several
universities and research centers in Europe. The University of Padua participates to Researchers’
Night since the first edition, and the Department of Cultural Heritage has often presented new
ways to access and disseminate the results of its research activities.</p>
      <p>In this occasion we installed a beta version of the application in a set of mobile devices and
make visitors able to try the game. Their aim was to obtain the maximum number of Lauros,
maintaining the role of a museum director for the highest number of turns. Several people tried
the game, both children and adults. Participants were able to play the game more than once,
providing that there were enough mobile devices available. It is important to note that, in this
particular occasion, the game was slightly modified. Since each participant might have a reduced
amount of time to play the game, each proposal was presented only once, allowing her/him
to complete the game without failing. In the standard version of game, each proposal can be
presented several times because it may correspond to diferent scenarios, and thus MuseLapse
is a true endless game. Anyway, only one participant completed the game without failing</p>
      <p>We asked each participant to provide an informal feedback, in order to obtain first impression
to adjust the development of the game. All participants found the game interesting and enjoyable,
praising the idea of introducing the museum activities and their risks in a fun way. Some
proposals and scenarios have been commented by participants, mostly when they recognized
the similarity with personal experiences during past visits to museums. Some suggested to make
the game more predictable, because the outcome of a choice are not always easy to forecast. To
this end, we plan to add an indication about the possible efects of a single choice on the three
indexes.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions and Future Work</title>
      <p>This paper presents the serious game MuseLapse which, although being straightforward to play,
is based on real cases and provides the player with relevant information on organization of the
museum, the activities that can be carried out and their possible outcomes.</p>
      <p>MuseLapse has been developed as part of a larger project called Memo – The Memory of
Objects that aims at raising interest towards the problems of authentication of museum exhibits.
One of the results is another serious game, called FakeMuse [19], where the player has the
role of a curator internship in a cfitional archaeological museum with the aim to increase the
exhibits collection. To accomplish it the player has to understand if a set of proposed artifacts
are authentic or not. In addition to this main task, the player can read a sort of tidbits magazine
and play with a set of minigames. One of these minigames will be MuseLapse that, besides
being a standalone game, can be added to the economic resource system of the FakeMuse.</p>
      <p>Future work will address a quantitative evaluation of MuseLapse with a larger set of real
players. One part of the evaluation will be carried out through the analysis of game logs, in
order to measure the length of each round of the game, the time required to make a decision
and to refine accordingly the game mechanics. Additionally, we will analyze whether playing
the game is entertaining or not and, at the same time, if it reaches the goal of raising awareness
on the complex structure of museum activities and on the role of professionals. Questionnaires
could be submit to players, in addition to the logs analysis, in order to assess this last issue. We
are planning to add new characters that will not have an efect on the economy of the game in
term of variation of the three parameters, but to make the game more engaging and to improve
the game experience. Examples are the postman and the courier, which deliver some letters or
packages, or an university professor that invite the director/player to a seminar or a congress.
Finally, to make the rules game easier to understand we are planning to design a tutorial session
in which player can understand the mechanisms of the game and its aims.
[10] M. Mortara, C. E. Catalano, F. Bellotti, G. Fiucci, M. Houry-Panchetti, P. Petridis, Learning
cultural heritage by serious games, Journal of Cultural Heritage 15 (2014) 318 – 325.
doi:https://doi.org/10.1016/j.culher.2013.04.004.
[11] F. Fontanella, M. Molinara, A. Gallozzi, M. Cigola, L. J. Senatore, R. Florio, P. Clini, F. C.</p>
      <p>D’amico, Hego, a social game as a tool for cultural heritage valorization: The case study of
the atina historical center, J. Comput. Cult. Herit. 14 (2021). URL: https://doi.org/10.1145/
3431926. doi:10.1145/3431926.
[12] X. Li, M. Xie, J. Chu, Exploring the application of serious game based on augmented reality:
A case study on tsingtao beer museum, IOP Conference Series: Materials Science and
Engineering 573 (2019) 012069. doi:10.1088/1757-899X/573/1/012069.
[13] T. Coenen, L. Mostmans, K. Naessens, Museus: Case study of a pervasive cultural heritage
serious game, J. Comput. Cult. Herit. 6 (2013). URL: https://doi.org/10.1145/2460376.2460379.
doi:10.1145/2460376.2460379.
[14] B. K. Walther, Atomic actions – molecular experience: Theory of pervasive gaming,
Comput. Entertain. 3 (2005) 4. URL: https://doi.org/10.1145/1077246.1077258. doi:10.1145/
1077246.1077258.
[15] G. Volkmar, N. Wenig, R. Malaka, Memorial quest - a location-based serious game for
cultural heritage preservation, in: Proceedings of the 2018 Annual Symposium on
ComputerHuman Interaction in Play Companion Extended Abstracts, Association for Computing
Machinery, New York, NY, USA, 2018, pp. 661 – 668. URL: https://doi.org/10.1145/3270316.
3271517. doi:10.1145/3270316.3271517.
[16] S. Bampatzia, I. Bourlakos, A. Antoniou, C. Vassilakis, G. Lepouras, M. Wallace, Serious
games: Valuable tools for cultural heritage, in: R. Bottino, J. Jeuring, R. C. Veltkamp (Eds.),
Games and Learning Alliance, Springer International Publishing, Cham, 2016, pp. 331–341.
[17] I. Paliokas, S. Sylaiou, The use of serious games in museum visits and exhibitions: A
systematic mapping study, in: Proceedings of the 8th International Conference on Games
and Virtual Worlds for Serious Applications, 2016, pp. 1 – 8. doi:10.1109/VS-GAMES.
2016.7590371.
[18] A. S. Løvlie, K. Ryding, J. Spence, P. Rajkowska, A. Waern, T. Wray, S. Benford, W. Preston,
E. Clare-Thorn, Playing games with tito: Designing hybrid museum experiences for critical
play, Journal on Computing and Cultural Heritage 14 (2021). URL: https://doi.org/10.1145/
3446620. doi:10.1145/3446620.
[19] D. Zilio, N. Orio, L. Zamparo, Fakemuse: A serious game on authentication for cultural
heritage, J. Comput. Cult. Herit. 14 (2021). URL: https://doi.org/10.1145/3441627. doi:10.
1145/3441627.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>K.</given-names>
            <surname>Brown</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Mairesse</surname>
          </string-name>
          ,
          <article-title>The definition of the museum through its social role</article-title>
          ,
          <source>Curator: The Museum Journal</source>
          <volume>61</volume>
          (
          <year>2018</year>
          )
          <fpage>525</fpage>
          -
          <lpage>539</lpage>
          . URL: https: //onlinelibrary.wiley.com/doi/abs/10.1111/cura.12276. doi:
          <volume>10</volume>
          .1111/cura.12276. arXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1111/cura.12276.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>J.</given-names>
            <surname>Sandahl</surname>
          </string-name>
          ,
          <article-title>The museum definition as the backbone of icom</article-title>
          ,
          <source>Museum International</source>
          <volume>71</volume>
          (
          <year>2019</year>
          )
          <article-title>vi-9</article-title>
          . doi:
          <volume>10</volume>
          .1080/13500775.
          <year>2019</year>
          .
          <volume>1638019</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>A.</given-names>
            <surname>Ruge</surname>
          </string-name>
          ,
          <article-title>Museum professions - a European frame of reference</article-title>
          ,
          <source>ICOM International Committee for the Training of Personnel</source>
          ,
          <year>2008</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <given-names>P.</given-names>
            <surname>Boylan</surname>
          </string-name>
          , The Museum Profession,
          <year>2007</year>
          , pp.
          <fpage>415</fpage>
          -
          <lpage>430</lpage>
          . doi:
          <volume>10</volume>
          .1002/9780470996836. ch25.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>J.</given-names>
            <surname>Huizinga</surname>
          </string-name>
          , Homo Ludens:
          <article-title>A Study of the Play-Element in Cult</article-title>
          , Beacon Press,
          <year>1949</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>J. McGonigal</surname>
          </string-name>
          , Reality Is Broken:
          <article-title>Why Games Make Us Better and How They Can Change the World</article-title>
          , Penguin Group , The,
          <year>2011</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <given-names>F.</given-names>
            <surname>Laamarti</surname>
          </string-name>
          ,
          <string-name>
            <given-names>M.</given-names>
            <surname>Eid</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            <surname>El Saddik</surname>
          </string-name>
          ,
          <article-title>An overview of serious games</article-title>
          ,
          <source>International Journal of Computer Games Technology</source>
          <year>2014</year>
          (
          <year>2014</year>
          ). doi:
          <volume>10</volume>
          .1155/
          <year>2014</year>
          /358152.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>S.</given-names>
            <surname>Mariotti</surname>
          </string-name>
          ,
          <article-title>The use of serious games as an educational and dissemination tool for archaeological heritage potential and challenges for the future</article-title>
          ,
          <source>magazén</source>
          (
          <year>2021</year>
          ). URL: https://doi.org/10.30687%2Fmag%
          <fpage>2F2724</fpage>
          -
          <lpage>3923</lpage>
          %2F2021%
          <fpage>2F03</fpage>
          %
          <fpage>2F005</fpage>
          . doi:
          <volume>10</volume>
          .30687/mag/ 2724-
          <fpage>3923</fpage>
          /
          <year>2021</year>
          /03/005.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <given-names>F.</given-names>
            <surname>Bellotti</surname>
          </string-name>
          ,
          <string-name>
            <given-names>R.</given-names>
            <surname>Berta</surname>
          </string-name>
          ,
          <string-name>
            <surname>A. De Gloria</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <article-title>D'ursi, V. Fiore, A serious game model for cultural heritage</article-title>
          ,
          <source>J. Comput. Cult. Herit</source>
          .
          <volume>5</volume>
          (
          <year>2013</year>
          ). URL: https://doi.org/10.1145/2399180.2399185. doi:
          <volume>10</volume>
          .1145/2399180.2399185.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>