{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,16]],"date-time":"2025-10-16T20:13:51Z","timestamp":1760645631711,"version":"build-2065373602"},"publisher-location":"New York, NY, USA","reference-count":45,"publisher":"ACM","content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2025,10,6]]},"DOI":"10.1145\/3750069.3750323","type":"proceedings-article","created":{"date-parts":[[2025,10,14]],"date-time":"2025-10-14T15:34:55Z","timestamp":1760456095000},"page":"1-9","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":0,"title":["Exploring Cultural Heritage through Play: Insights from TwoCase Studies Combining Immersive and Traditional Play"],"prefix":"10.1145","author":[{"ORCID":"https:\/\/orcid.org\/0009-0002-8100-4072","authenticated-orcid":false,"given":"Martina","family":"Correnti","sequence":"first","affiliation":[{"name":"Ca' Foscari University of Venice, Venice, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0009-0002-7970-0140","authenticated-orcid":false,"given":"Francesco Pio","family":"Covino","sequence":"additional","affiliation":[{"name":"Universit\u00e0 degli Studi di Salerno, Salerno, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-6655-1946","authenticated-orcid":false,"given":"Alessandra","family":"Melonio","sequence":"additional","affiliation":[{"name":"Ca' Foscari University of Venice, Venezia, Italy"}]},{"ORCID":"https:\/\/orcid.org\/0000-0001-8927-5833","authenticated-orcid":false,"given":"Maria Angela","family":"Pellegrino","sequence":"additional","affiliation":[{"name":"Universit\u00e0 degli Studi di Salerno, Salerno, Italy"}]}],"member":"320","published-online":{"date-parts":[[2025,10,14]]},"reference":[{"key":"e_1_3_3_2_2_2","doi-asserted-by":"publisher","unstructured":"Miram Ali. 2024. Fostering cultural heritage awareness through VR serious gaming: A study on promoting Saudi heritage among the younger generation. Journal of Infrastructure Policy and Development 8 3 (2024) 1\u201321. 10.24294\/jipd.v8i3.3084","DOI":"10.24294\/jipd.v8i3.3084"},{"key":"e_1_3_3_2_3_2","doi-asserted-by":"publisher","DOI":"10.1109\/3DTV.2017.8280406"},{"key":"e_1_3_3_2_4_2","doi-asserted-by":"publisher","unstructured":"Eike\u00a0Falk Anderson Leigh McLoughlin Fotis Liarokapis Christopher Peters Panagiotis Petridis and Sara De\u00a0Freitas. 2010. Developing serious games for cultural heritage: a state-of-the-art review. Virtual reality 14 (2010) 255\u2013275. 10.1007\/s10055-010-0177-3","DOI":"10.1007\/s10055-010-0177-3"},{"key":"e_1_3_3_2_5_2","doi-asserted-by":"publisher","DOI":"10.1109\/ISMAR.2012.6402563"},{"key":"e_1_3_3_2_6_2","doi-asserted-by":"publisher","unstructured":"Sylvester Arnab Theodore Lim M.\u00a0Bored Carvalho Francesco Bellotti Sara de Freitas Sandy Louchart Neil Suttie Riccardo Berta and Alessandro De\u00a0Gloria. 2015. Mapping learning and game mechanics for serious games analysis. British Journal of Educational Technology 46 2 (2015) 391\u2013411. 10.1111\/bjet.12113","DOI":"10.1111\/bjet.12113"},{"key":"e_1_3_3_2_7_2","doi-asserted-by":"publisher","unstructured":"Francesco Bellotti Riccardo Berta Alessandro De\u00a0Gloria and Emanuele Lavagnino. 2013. Serious games for cultural heritage. Journal of Cultural Heritage 15 3 (2013) 318\u2013325. 10.1145\/2399180.2399185","DOI":"10.1145\/2399180.2399185"},{"key":"e_1_3_3_2_8_2","unstructured":"John Brooke et\u00a0al. 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189 194 (1996) 4\u20137."},{"key":"e_1_3_3_2_9_2","doi-asserted-by":"crossref","unstructured":"Cecilia\u00a0E. Catalano Alessandra\u00a0M. Luccini and Michela Mortara. 2014. Best practices for an effective design and evaluation of serious games. International Journal of Serious Games 1 1 (2014) 1\u201313.","DOI":"10.17083\/ijsg.v1i1.8"},{"key":"e_1_3_3_2_10_2","doi-asserted-by":"publisher","unstructured":"Erik Champion. 2020. Culturally Significant Presence in Single-player Computer Games. Journal of Computing and Cultural Heritage 13 4 (2020). 10.1145\/3414831","DOI":"10.1145\/3414831"},{"key":"e_1_3_3_2_11_2","doi-asserted-by":"publisher","DOI":"10.1109\/ICVR57957.2023.10169671"},{"key":"e_1_3_3_2_12_2","doi-asserted-by":"publisher","unstructured":"Michele Cozza Silvia Isabella Paolo Di\u00a0Cuia Antonio Cozza Rosaria Peluso Valeria Cosentino Luca Barbieri Mariano Muzzupappa and Fabrizio Bruno. 2021. Dive in the past: A serious game to promote the underwater cultural heritage of the Mediterranean Sea. Heritage 4 (2021) 4001\u20134016. 10.3390\/heritage4040220","DOI":"10.3390\/heritage4040220"},{"key":"e_1_3_3_2_13_2","unstructured":"Boaventura DaCosta and Colleen Kinsell. 2023. Serious Games and the Promotion of Cultural Heritage. Journal of Cultural Heritage Studies 15 2 (2023) 123\u2013137."},{"key":"e_1_3_3_2_14_2","doi-asserted-by":"publisher","unstructured":"Fred\u00a0D. Davis. 1989. Perceived Usefulness Perceived Ease of Use and User Acceptance of Information Technology. MIS Quarterly 13 3 (1989) 319\u2013340. 10.2307\/249008","DOI":"10.2307\/249008"},{"key":"e_1_3_3_2_15_2","doi-asserted-by":"publisher","DOI":"10.1109\/VS-GAMES.2011.47"},{"key":"e_1_3_3_2_16_2","doi-asserted-by":"publisher","unstructured":"Fong-Ling Fu Rong-Chang Su and Sheng-Chin Yu. 2009. EGameFlow: A scale to measure learners\u2019 enjoyment of e-learning games. Computers & Education 52 1 (2009) 101\u2013112. 10.1016\/j.compedu.2008.07.004","DOI":"10.1016\/j.compedu.2008.07.004"},{"key":"e_1_3_3_2_17_2","doi-asserted-by":"publisher","unstructured":"D. Hamilton J. Lane P. Gaston J. Patton D. Macdonald A.H.R.W. Simpson and C. Howie. 2014. Assessing treatment outcomes using a single question: the net promoter score. The Bone & Joint Journal 96-B 5 (2014) 622\u2013628. 10.1302\/0301-620X.96B5.32434","DOI":"10.1302\/0301-620X.96B5.32434"},{"key":"e_1_3_3_2_18_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-95282-626"},{"key":"e_1_3_3_2_19_2","unstructured":"Jeffrey Jacobson Kerry Handron and Lynn Holden. 2010. Narrative and content combine in a learning game for virtual heritage. Computer Applications and Quantitative Methods in Archaeology (2010). https:\/\/bibliographie.uni-tuebingen.de\/xmlui\/bitstream\/handle\/10900\/61893\/19_Jacobson_et_al_CAA2009.pdf"},{"key":"e_1_3_3_2_20_2","unstructured":"Akrivi Katifori Maria Vayanou and Maria Roussou. 2018. Museum mobile apps and the blended museum experience. Cultural Heritage and New Technologies (2018)."},{"key":"e_1_3_3_2_21_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-89350-96"},{"key":"e_1_3_3_2_22_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-49607-815"},{"key":"e_1_3_3_2_23_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-030-59990-4_15"},{"key":"e_1_3_3_2_24_2","unstructured":"Anders\u00a0Sundnes L\u00f8vlie Karin Ryding Jocelyn Spence Paulina Rajkowska Annika Waern Tim Wray Steve Benford William Preston and Emily Clare-Thorn. 2021. Playing games with Tito: Designing hybrid museum experiences for critical play. arXiv preprint arXiv:https:\/\/arXiv.org\/abs\/2101.12533 (2021). https:\/\/arxiv.org\/abs\/2101.12533"},{"key":"e_1_3_3_2_25_2","doi-asserted-by":"publisher","unstructured":"Sneha Maji Amritansh Saha and Harsh Pal. 2024. Exploring enjoyment while playing \u201cTemple Lego\u201d: A virtual reality cultural heritage serious game for architecture students. Discover Education 3 1 (2024) 1\u201323. 10.1007\/s44217-024-00366-6","DOI":"10.1007\/s44217-024-00366-6"},{"key":"e_1_3_3_2_26_2","doi-asserted-by":"publisher","unstructured":"Irini Malegiannaki Thanasis Daradoumis and Symeon Retalis. 2021. Using a Story-Driven Board Game to Engage Students and Adults With Cultural Heritage. International Journal of Game-Based Learning 11 (03 2021) 1\u201319. 10.4018\/IJGBL.2021040101","DOI":"10.4018\/IJGBL.2021040101"},{"key":"e_1_3_3_2_27_2","unstructured":"J.M. Matchett. 2022. The potential and pitfalls of net promoter scores (NPS) as a business world metric in academic assessment. https:\/\/assessatcuny.commons.gc.cuny.edu\/2022\/04\/the-potential-and-pitfalls-of-net-promoter-scores-nps-as-a-business-world-metric-in-academic-assessment\/. Accessed: 2025-05-14."},{"key":"e_1_3_3_2_28_2","doi-asserted-by":"publisher","DOI":"10.1145\/3399715.3399828"},{"key":"e_1_3_3_2_29_2","first-page":"7","volume-title":"The Interactive Past. Archaeology, Heritage, & Video Games","author":"Mol Ang\u00e8le\u00a0A.A.","year":"2017","unstructured":"Ang\u00e8le\u00a0A.A. Mol, Ceceile\u00a0E. Ariese-Vandemeulebroucke, Kees\u00a0H.J. Boom, and Antonios Politopoulos. 2017. An introduction to archaeology, heritage, and video games. In The Interactive Past. Archaeology, Heritage, & Video Games. Sidestone Press, 7\u201317."},{"key":"e_1_3_3_2_30_2","doi-asserted-by":"publisher","unstructured":"Daniele Monaco Maria\u00a0Angela Pellegrino Vittorio Scarano and Luca Vicidomini. 2022. Linked open data in authoring virtual exhibitions. Journal of Cultural Heritage 53 (2022) 127\u2013142. 10.1016\/j.culher.2021.11.002","DOI":"10.1016\/j.culher.2021.11.002"},{"key":"e_1_3_3_2_31_2","doi-asserted-by":"publisher","unstructured":"Jerzy Montusiewicz and Marek Milosz. 2021. Architectural Jewels of Lublin: A Modern Computerized Board Game in Cultural Heritage Education. J. Comput. Cult. Herit. 14 3 Article 35 (July 2021) 21\u00a0pages. 10.1145\/3446978","DOI":"10.1145\/3446978"},{"key":"e_1_3_3_2_32_2","doi-asserted-by":"publisher","unstructured":"Michela Mortara and Chiara\u00a0Eva Catalano. 2022. 3D virtual environments as effective learning contexts for cultural heritage. Italian Journal of Educational Technology 30 1 (2022) 5\u201321. 10.17471\/2499-4324\/1026","DOI":"10.17471\/2499-4324\/1026"},{"key":"e_1_3_3_2_33_2","doi-asserted-by":"publisher","unstructured":"Michela Mortara Chiara\u00a0Eva Catalano Francesco Bellotti Giusy Fiucci Minica Houry-Panchetti and Panagiotis Petridis. 2014. Learning cultural heritage by serious games. Journal of Cultural Heritage 15 3 (2014) 318\u2013325. 10.1016\/j.culher.2013.04.004","DOI":"10.1016\/j.culher.2013.04.004"},{"key":"e_1_3_3_2_34_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-031-43404-415"},{"key":"e_1_3_3_2_35_2","doi-asserted-by":"publisher","unstructured":"Maria\u00a0Angela Pellegrino Vittorio Scarano and Carmine Spagnuolo. 2022. Move cultural heritage knowledge graphs in everyone\u2019s pocket. Semantic Web 14 2 (2022) 323\u2013359. 10.3233\/SW-223117","DOI":"10.3233\/SW-223117"},{"key":"e_1_3_3_2_36_2","doi-asserted-by":"publisher","unstructured":"Mikki\u00a0H. Phan Joseph\u00a0R. Keebler and Barbara\u00a0S. Chaparro. 2016. The Development and Validation of the Game User Experience Satisfaction Scale (GUESS). Human Factors 58 8 (2016) 1217\u20131247. 10.1177\/0018720816669646","DOI":"10.1177\/0018720816669646"},{"key":"e_1_3_3_2_37_2","doi-asserted-by":"publisher","DOI":"10.1145\/3099023.3099090"},{"key":"e_1_3_3_2_38_2","doi-asserted-by":"publisher","unstructured":"Bruno Rodr\u00edguez-Garc\u00eda Henar Guillen-Sanz David Checa and Andres Bustillo. 2024. A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality. Multimedia Tools and Applications (2024) 1\u201351. 10.1007\/s11042-024-18700-3","DOI":"10.1007\/s11042-024-18700-3"},{"key":"e_1_3_3_2_39_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-030-23712-77"},{"key":"e_1_3_3_2_40_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-030-99188-35"},{"key":"e_1_3_3_2_41_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-540-85033-525"},{"key":"e_1_3_3_2_42_2","doi-asserted-by":"publisher","unstructured":"Anastasios Theodoropoulos and Angeliki Antoniou. 2022. VR games in cultural heritage: A systematic review of the emerging fields of virtual reality and culture games. Applied Sciences 12 17 (2022) 8476. 10.3390\/app12178476","DOI":"10.3390\/app12178476"},{"key":"e_1_3_3_2_43_2","first-page":"97","volume-title":"Proceedings of the 11th Pan-Hellenic & International Conference, ICT in Education","author":"Tsita Christina","year":"2018","unstructured":"Christina Tsita and Maya Satratzemi. 2018. How serious games in cultural heritage are being evaluated. In Proceedings of the 11th Pan-Hellenic & International Conference, ICT in Education. 97\u2013104. https:\/\/eproceedings.epublishing.ekt.gr\/index.php\/cetpe\/article\/view\/4188"},{"key":"e_1_3_3_2_44_2","unstructured":"E. Wang. 2021. The Effect of Mobile Serious Games on Learning Intangible Cultural Heritage. MSc Thesis. University of York. https:\/\/etheses.whiterose.ac.uk\/29217"},{"key":"e_1_3_3_2_45_2","unstructured":"X. Zhang and J. Kaufman. 2016. The Role of Digital Games in Intergenerational Interaction and Learning. Gerontechnology 15 3 (2016) 221\u2013231. https:\/\/journal.gerontechnology.org\/archives\/c277e4c22e9b4cc5bf77b49559cf3940.pdf"},{"key":"e_1_3_3_2_46_2","doi-asserted-by":"publisher","unstructured":"Maja \u0106osovi\u0107 and Biljana Brki\u0107. 2020. Game-based learning in museums\u2014Cultural heritage applications. Information 11 1 (2020) 22. 10.3390\/info11010022","DOI":"10.3390\/info11010022"}],"event":{"name":"CHItaly 2025: CHItaly 2025: 16th Biannual Conference of the Italian SIGCHI Chapter","acronym":"CHItaly 2025","location":"Salerno Italy"},"container-title":["Proceedings of the 16th Biannual Conference of the Italian SIGCHI Chapter"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3750069.3750323","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,10,16]],"date-time":"2025-10-16T19:53:57Z","timestamp":1760644437000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3750069.3750323"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,10,6]]},"references-count":45,"alternative-id":["10.1145\/3750069.3750323","10.1145\/3750069"],"URL":"https:\/\/doi.org\/10.1145\/3750069.3750323","relation":{},"subject":[],"published":{"date-parts":[[2025,10,6]]},"assertion":[{"value":"2025-10-14","order":3,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}