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Cited by in F6Publishing
For: [DOI: 10.1109/vs-games.2016.7590371] [Cited by in Crossref: 36] [Cited by in F6Publishing: 38] [Article Influence: 6.0] [Reference Citation Analysis]
Number Citing Articles
1 Gümüş E, Cetin G. Müze Uzmanlarının Oyunlaştırma Uygulamalarına Yönelik Algısı. Journal of Yaşar University 2023. [DOI: 10.19168/jyasar.1135572] [Reference Citation Analysis]
2 Puspasari S, Ermatita, Zulkardi. Innovative Virtual Museum Conceptual Model for Learning Enhancement During The Pandemic. 2022 11th Electrical Power, Electronics, Communications, Controls and Informatics Seminar (EECCIS) 2022. [DOI: 10.1109/eeccis54468.2022.9902937] [Reference Citation Analysis]
3 Mariotti S. Gamifying Cultural Heritage. Education, Tourism Development, and Territory Promotion. Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations 2022. [DOI: 10.4018/978-1-7998-9223-6.ch020] [Reference Citation Analysis]
4 Kornyshova E, Gressier-soudan E. Introducing Sentient Requirements for Information Systems and Digital Technologies. Information Systems 2022. [DOI: 10.1007/978-3-030-95947-0_27] [Cited by in Crossref: 2] [Article Influence: 2.0] [Reference Citation Analysis]
5 Salamat SM, Khalili M. Design and Evaluation of a Web-Based Game for Children to Visit the National Museum of Iran. 2021 International Serious Games Symposium (ISGS) 2021. [DOI: 10.1109/isgs54702.2021.9684764] [Reference Citation Analysis]
6 Puspasari S, Ermatita, Zulkardi. Constructing Smart Digital Media for Museum Education Post Pandemic Recovery: A Review and Recommendation. 2021 International Conference on Informatics, Multimedia, Cyber and Information System (ICIMCIS 2021. [DOI: 10.1109/icimcis53775.2021.9699345] [Reference Citation Analysis]
7 Duarte V, Rocha J, Barata A. Dig in Aveiro with AVARUM Lands. 10th International Conference on Digital and Interactive Arts 2021. [DOI: 10.1145/3483529.3483668] [Reference Citation Analysis]
8 Beavis C, O’mara J, Thompson R. Digital games in the museum: perspectives and priorities in videogame design. Learning, Media and Technology 2021;46:294-305. [DOI: 10.1080/17439884.2021.1896539] [Cited by in Crossref: 3] [Cited by in F6Publishing: 1] [Article Influence: 3.0] [Reference Citation Analysis]
9 Blečić I, Cuccu S, Fanni FA, Frau V, Macis R, Saiu V, Senis M, Spano LD, Tola A. First-person Cinematographic Videogames: Game Model, Authoring Environment, and Potential for Creating Affection for Places. J Comput Cult Herit 2021;14:1-29. [DOI: 10.1145/3446977] [Cited by in Crossref: 5] [Cited by in F6Publishing: 1] [Article Influence: 5.0] [Reference Citation Analysis]
10 Bonacini E, Giaccone SC. Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy. Cultural Trends. [DOI: 10.1080/09548963.2021.1910490] [Cited by in Crossref: 4] [Cited by in F6Publishing: 1] [Article Influence: 4.0] [Reference Citation Analysis]
11 Solima L. Museums across Boundaries. Exploring Cultural Value 2021. [DOI: 10.1108/978-1-78973-515-420211017] [Reference Citation Analysis]
12 Kontiza K, Liapis A, Jones CE. Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage. International Conference on the Foundations of Digital Games 2020. [DOI: 10.1145/3402942.3403009] [Reference Citation Analysis]
13 Nikolakopoulou V, Koutsabasis P. Methods and Practices for Assessing the User Experience of Interactive Systems for Cultural Heritage. Applying Innovative Technologies in Heritage Science 2020. [DOI: 10.4018/978-1-7998-2871-6.ch009] [Cited by in Crossref: 3] [Cited by in F6Publishing: 3] [Article Influence: 1.5] [Reference Citation Analysis]
14 Doukianou S, Daylamani-zad D, Paraskevopoulos I. Beyond Virtual Museums: Adopting Serious Games and Extended Reality (XR) for User-Centred Cultural Experiences. Visual Computing for Cultural Heritage 2020. [DOI: 10.1007/978-3-030-37191-3_15] [Cited by in Crossref: 5] [Article Influence: 2.5] [Reference Citation Analysis]
15 Kiourt C, Koutsoudis A, Kalles D. Enhanced Virtual Reality Experience in Personalised Virtual Museums. Natural Language Processing 2020. [DOI: 10.4018/978-1-7998-0951-7.ch065] [Cited by in Crossref: 1] [Cited by in F6Publishing: 1] [Article Influence: 0.5] [Reference Citation Analysis]
16 Vosinakis S. The Use of Digital Characters in Interactive Applications for Cultural Heritage. Applying Innovative Technologies in Heritage Science 2020. [DOI: 10.4018/978-1-7998-2871-6.ch006] [Cited by in Crossref: 2] [Cited by in F6Publishing: 2] [Article Influence: 1.0] [Reference Citation Analysis]
17 Koutsabasis P. Empirical Evaluations of Interactive Systems in Cultural Heritage. Cognitive Analytics 2020. [DOI: 10.4018/978-1-7998-2460-2.ch067] [Reference Citation Analysis]
18 Schneider J, Schaal S, Schlieder C. Integrating simulation tasks into an outdoor location-based game flow. Multimed Tools Appl 2020;79:3359-85. [DOI: 10.1007/s11042-019-07931-4] [Cited by in Crossref: 7] [Cited by in F6Publishing: 2] [Article Influence: 2.3] [Reference Citation Analysis]
19 Paliokas I. Serious Games Classification for Digital Heritage: . International Journal of Computational Methods in Heritage Science 2019;3:58-72. [DOI: 10.4018/ijcmhs.2019070104] [Cited by in Crossref: 3] [Cited by in F6Publishing: 3] [Article Influence: 1.0] [Reference Citation Analysis]
20 Dondi P, Lombardi L, Porta M, Rovetta T, Invernizzi C, Malagodi M. What do luthiers look at? An eye tracking study on the identification of meaningful areas in historical violins. Multimed Tools Appl 2019;78:19115-19139. [DOI: 10.1007/s11042-019-7276-2] [Cited by in Crossref: 4] [Cited by in F6Publishing: 4] [Article Influence: 1.3] [Reference Citation Analysis]
21 Aliprantis J, Caridakis G. A Survey of Augmented Reality Applications in Cultural Heritage: . International Journal of Computational Methods in Heritage Science 2019;3:118-47. [DOI: 10.4018/ijcmhs.2019070107] [Cited by in Crossref: 7] [Cited by in F6Publishing: 7] [Article Influence: 2.3] [Reference Citation Analysis]
22 Ball C, Ahn SJ, Johnsen K. Design and Field Study of Motion-based Informal Learning Games for a Children’s Museum. 2019 IEEE 5th Workshop on Everyday Virtual Reality (WEVR) 2019. [DOI: 10.1109/wevr.2019.8809588] [Cited by in Crossref: 1] [Cited by in F6Publishing: 1] [Article Influence: 0.3] [Reference Citation Analysis]
23 Paliokas I, Sylaiou S. A Classification Model for Serious Games Used in Museums, Galleries and Other Cultural Sites. Strategic Innovative Marketing and Tourism 2019. [DOI: 10.1007/978-3-030-12453-3_122] [Cited by in Crossref: 1] [Cited by in F6Publishing: 1] [Article Influence: 0.3] [Reference Citation Analysis]
24 Tsita C, Satratzemi M. A Serious Game Design and Evaluation Approach to Enhance Cultural Heritage Understanding. Lecture Notes in Computer Science 2019. [DOI: 10.1007/978-3-030-34350-7_42] [Cited by in Crossref: 2] [Cited by in F6Publishing: 3] [Article Influence: 0.7] [Reference Citation Analysis]
25 Lässig J. Unsichtbares sichtbar machen – Augmented Reality in der Kulturvermittlung. Der digitale Kulturbetrieb 2019. [DOI: 10.1007/978-3-658-24030-1_9] [Reference Citation Analysis]
26 Sylaiou S, Papaioannou G. ICT in the Promotion of Arts and Cultural Heritage Education in Museums. Strategic Innovative Marketing and Tourism 2019. [DOI: 10.1007/978-3-030-12453-3_41] [Cited by in Crossref: 2] [Cited by in F6Publishing: 2] [Article Influence: 0.7] [Reference Citation Analysis]
27 Konstantakis M, Kalatha E, Caridakis G. Cultural Heritage, Serious Games and User Personas Based on Gardner’s Theory of Multiple Intelligences: “The Stolen Painting” Game. Lecture Notes in Computer Science 2019. [DOI: 10.1007/978-3-030-34350-7_47] [Cited by in Crossref: 4] [Cited by in F6Publishing: 4] [Article Influence: 1.3] [Reference Citation Analysis]
28 Camps-ortueta I, González-calero PA, Quiroga MA, Gómez-martín PP. Measuring Preferences in Game Mechanics: Towards Personalized Chocolate-Covered Broccoli. Entertainment Computing and Serious Games 2019. [DOI: 10.1007/978-3-030-34644-7_2] [Cited by in F6Publishing: 1] [Reference Citation Analysis]
29 Vayanou M, Ioannidis Y, Loumos G, Kargas A. How to play storytelling games with masterpieces: from art galleries to hybrid board games. J Comput Educ 2019;6:79-116. [DOI: 10.1007/s40692-018-0124-y] [Cited by in Crossref: 13] [Cited by in F6Publishing: 13] [Article Influence: 3.3] [Reference Citation Analysis]
30 [DOI: 10.1109/digitalheritage.2018.8810060] [Cited by in Crossref: 2] [Cited by in F6Publishing: 2] [Article Influence: 0.5] [Reference Citation Analysis]
31 Hanes L, Stone R. A model of heritage content to support the design and analysis of video games for history education. J Comput Educ 2019;6:587-612. [DOI: 10.1007/s40692-018-0120-2] [Cited by in Crossref: 7] [Cited by in F6Publishing: 8] [Article Influence: 1.8] [Reference Citation Analysis]
32 Dondi P, Lombardi L, Rocca I, Malagodi M, Licchelli M. Multimodal workflow for the creation of interactive presentations of 360 spin images of historical violins. Multimed Tools Appl 2018;77:28309-32. [DOI: 10.1007/s11042-018-6046-x] [Cited by in Crossref: 7] [Cited by in F6Publishing: 5] [Article Influence: 1.8] [Reference Citation Analysis]
33 Fokides E, Atsikpasi P. Development of a model for explaining the learning outcomes when using 3D virtual environments in informal learning settings. Educ Inf Technol 2018;23:2265-87. [DOI: 10.1007/s10639-018-9719-1] [Cited by in Crossref: 7] [Cited by in F6Publishing: 7] [Article Influence: 1.8] [Reference Citation Analysis]
34 Kiourt C, Koutsoudis A, Kalles D. Enhanced Virtual Reality Experience in Personalised Virtual Museums: . International Journal of Computational Methods in Heritage Science 2018;2:23-39. [DOI: 10.4018/ijcmhs.2018010103] [Cited by in Crossref: 3] [Cited by in F6Publishing: 3] [Article Influence: 0.8] [Reference Citation Analysis]
35 Hanes L, Stone R. A model of heritage content in serious and commercial games. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2017. [DOI: 10.1109/vs-games.2017.8056583] [Cited by in Crossref: 1] [Cited by in F6Publishing: 1] [Article Influence: 0.2] [Reference Citation Analysis]
36 Schneider J, Schaal S, Schlieder C. Geogames in education for sustainable development: Transferring a simulation game in outdoor settings. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2017. [DOI: 10.1109/vs-games.2017.8056574] [Cited by in Crossref: 4] [Cited by in F6Publishing: 4] [Article Influence: 0.8] [Reference Citation Analysis]
37 Vosinakis S. Digital Characters in Cultural Heritage Applications. International Journal of Computational Methods in Heritage Science 2017;1:1-20. [DOI: 10.4018/ijcmhs.2017070101] [Cited by in Crossref: 1] [Cited by in F6Publishing: 1] [Article Influence: 0.2] [Reference Citation Analysis]
38 Koutsabasis P. Empirical Evaluations of Interactive Systems in Cultural Heritage: A Review. International Journal of Computational Methods in Heritage Science 2017;1:100-22. [DOI: 10.4018/ijcmhs.2017010107] [Cited by in Crossref: 23] [Cited by in F6Publishing: 24] [Article Influence: 4.6] [Reference Citation Analysis]