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Go your own way: User preference in a time-based virtual heritage world
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Go your own way: User preference in a time-based virtual heritage world (2014)Go your own way: User preference in a tim…Designing Virtual Worlds (2025)Designing Virtual WorldsLearning cultural heritage by serious games (2013)Learning cultural heritage by…“Pure Land”: Inhabiting the Mogao Caves at Dunhuang (2013)“Pure Land”: Inhabiting the M…Recoding the Museum (2007)Recoding the MuseumSerious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Re-Imagining the Museum (2003)Re-Imagining the MuseumRe-Imagining the Museum: Beyond the Mausoleum (2002)Re-Imagining the Museum: Beyo…Inside the Rocks: The Archaeology of a Neighbourhood (2001)Inside the Rocks: The Archaeo…The Museum in Transition: A Philosophical Perspective (2000)The Museum in Transition: A P…Evolución y tendencias investigativas de la interactividad de los museos a través de las TIC (2018)Evolución y tendencias invest…The panorama: history of a mass medium (1998)The Materiality of Stone : Explorations in Landscape Phenomenology: 1 (2004)Virtual art: From illusion to immersion (2004)Pure Land (2014)Interactive Technologies in Museums (2017)Digital Making for Inheritance and Enlivening Intangible Cultural Heritage: A Case of Hairy Monkey Handicrafts (2023)Experiential Learning : Experience as the Source of Learning and Development (1983)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)A systematic literature review of empirical evidence on computer games and serious games (2012)Information and Communication Technologies in Tourism 2014 (2013)Using Gamification to Enhance Second Language Learning. (2015)Cultural tourism: A review of recent research and trends (2018)Bibliometric Indicators: Quality Measurements of Scientific Publication (2010)Designing for meaningful visitor engagement at a living history museum (2012)Evaluating websites of museums: State of the art (2016)Museos digitales interactivos, una nueva forma de generar y transmitir conocimiento (2022)Configuring 'Interactivity' (2008)Diaspora, authenticity and the imagined past (2017)What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum (2022)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)"Alone together?" (2006)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)THE DEVIL IS IN THE DETAIL: Museum Displays and the Creation of Knowledge (2010)The politics of community heritage: motivations, authority and control (2010)Museums, Equality and Social Justice (2013)Exploring the Archaeology of the Modern City: Issues of Scale, Integration and Complexity (2005)The Cambridge Economic History of Australia (2014)Historical Archaeology in Australia: Historical or Hysterical? Crisis or Creative Awakening? (2016)Digital heritage interpretation: a conceptual framework (2018)Digital Museums and Diverse Cultural Knowledges: Moving Past the Traditional Catalog (2009)Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage (2016)Digital Responses of UK Museum Exhibitions to the COVID‐19 Crisis, March – June 2020 (2021)
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References

  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2025Designing Virtual Worlds1,173 cited
  • 2013Learning cultural heritage by serious games702 cited
  • 2000The Museum in Transition: A Philosophical Perspective290 cited
  • 2002Re-Imagining the Museum: Beyond the Mausoleum259 cited
  • 2003Re-Imagining the Museum256 cited
  • 2007Recoding the Museum256 cited
  • 2001Inside the Rocks: The Archaeology of a Neighbourhood130 cited
  • 2013“Pure Land”: Inhabiting the Mogao Caves at Dunhuang60 cited

Cited by

  • 2018Evolución y tendencias investigativas de la interactividad de los museos a través de las TIC4 cited

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