Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea
Abstract
:1. Introduction
2. Underwater Archaeological Sites
2.1. Underwater Archaeological Park of Baiae
2.2. Underwater Archaeological Site of Peristera
2.3. The Gnalić Shipwreck
2.4. The Oreste Shipwreck
3. Materials and Methods
3.1. 3D Reconstruction
3.2. Pre-Production
3.3. Game Design
3.4. Storytelling
4. Results
5. Discussion
- Game languages—the first release of the game had been available in two languages: English and Italian. Users have expressed the desire to use the contents of the game in their mother tongue in order to better understand the information and in particular that related to the historical and cultural aspects. Therefore, Spanish has been included in the latest release of the game, and other languages will be added in upcoming versions.
- Game modes-players enjoyed the entertainment and challenging capabilities of the game; in fact, many suggestions ask for the addition of new game scenarios, levels, and underwater missions. In the same subject, other players have also recommended the introduction of a survival mode to dive underwater freely and explore the submerged sites.
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Conflicts of Interest
References
- Van Eck, R. Digital game-based learning: It’s not just the digital natives who are restless. Educ. Rev. 2006, 41, 16. [Google Scholar]
- Greitzer, F.L.; Kuchar, O.A.; Huston, K. Cognitive Science Implications for Enhancing Training Effectiveness in a Serious Gaming Context. ACM J. Educ. Resour. Comput. 2007, 7, 3. [Google Scholar] [CrossRef]
- Gee, J.P. What Video Games Have to Teach Us about Learning and Literacy; Palgrave MacMillan: New York, NT, USA, 2007. [Google Scholar] [CrossRef]
- Vansteenkiste, M.; Lens, W.; Deci, E.L. Intrinsic versus extrinsic goal contents in self-determination theory: Another look at the quality of academic motivation. Educ. Psychol. 2006, 41, 19–31. [Google Scholar] [CrossRef]
- Wei, T.; Li, Y. Design of educational game: A literature review. In Transactions on Edutainment IV; Springer: Berlin, Germany, 2010; pp. 266–276. [Google Scholar] [CrossRef]
- Anderson, E.F.; McLoughlin, L.; Liarokapis, F.; Peters, C.; Petridis, P.; De Freitas, S. Developing serious games for cultural heritage: A state-of-the-art review. Virtual Real. 2010, 14, 255–275. [Google Scholar] [CrossRef] [Green Version]
- Kapp, K.M. The Gamification of Learning and Instruction: Gamebased Methods and Strategies for Training and Education; Pfeiffer: San Francisco, CA, USA, 2012; ISBN 978-1-118-09634-5. [Google Scholar]
- Morschheuser, B.; Werder, K.; Hamari, J.; Abe, J. How to gamify? Development of a method for gamification. In Proceedings of the 50th Annual Hawaii International Conference on System Sciences (HICSS), Waikoloa, HI, USA, 4–7 January 2017; pp. 4–7. [Google Scholar] [CrossRef] [Green Version]
- Huang, W.H.Y.; Soman, D. A Practitioner’s Guide to Gamification of Education. Behavioural Economics in Action Report Series; Rotman School of Management, University of Toronto, 2013. Available online: https://www.academia.edu/33219783/A_Practitioners_Guide_To_Gamification_Of_Education (accessed on 14 October 2021).
- Amory, A.; Naicker, K.; Vincent, J.; Adams, C. The use of computer games as an educational tool: Identifi cation of appropriate game types and game elements. Br. J. Educ. Technol. 1999, 30, 311–321. [Google Scholar] [CrossRef]
- Garris, R.; Ahlers, R.; Driskell, J.E. Games, motivation, and learning: A research and practice model. Simul. Gaming 2002, 33, 441–467. [Google Scholar] [CrossRef]
- Gee, J.P. Good Video Games + Good Learning: Collected Essays on Video Games, Learning and Literacy, 2nd ed.; Peter Lang: New York, NY, USA, 2007. [Google Scholar] [CrossRef] [Green Version]
- Dell’Aquila, E.; Marocco, D.; Ponticorvo, M.; Di Ferdinando, A.; Schembri, M.; Miglino, O. Educational Games for Soft-Skills Training in Digital Environments: New Perspectives; Springer: Berlin/Heidelberg, Germany, 2016. [Google Scholar] [CrossRef]
- Brown, H.J. Videogames and Education; Routledge: New York, NY, USA, 2014. [Google Scholar] [CrossRef]
- Green, C.S. The perceptual and cognitive effects of action video game experience. In Learning by Playing: Video Gaming in Education; Oxford University Press: New York, NY, USA, 2014; pp. 29–41. [Google Scholar] [CrossRef]
- Blumberg, F.C.; Almonte, D.E.; Anthony, J.S.; Hashimoto, N. Serious Games: What are They? What Do They Do? Why Should We Play Them. In Oxford Handbook of Media Psychology; Dill, K.E., Ed.; Oxford University Press: New York, NY, USA, 2013; pp. 334–351. [Google Scholar] [CrossRef]
- Moreno-Ger, P.; Martinez-Ortiz, I.; Freire, M.; Manero, B.; Fernandez-Manjon, B. Serious games: A journey from research to application. In Proceedings of the 2014 IEEE Frontiers in Education Conference (FIE), Madrid, Spain, 22–25 October 2014; pp. 1–4. [Google Scholar] [CrossRef]
- Riemer, V.; Schrader, C. Learning with quizzes, simulations, and adventures: Students’ attitudes, perceptions and intentions to learn with different types of serious games. Comput. Educ. 2015, 88, 160–168. [Google Scholar] [CrossRef]
- Aldrich, C. Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences; Wiley: San Francisco, CA, USA, 2005; ISBN 9780787977351. [Google Scholar]
- De Gloria, A.; Bellotti, F.; Berta, R. Serious games for education and training. Int. J. Serious Games 2014, 1. [Google Scholar] [CrossRef]
- Hussain, T.S.; Coleman, S.L. Design and Development of Training Games: Practical Guidelines from a Multidisciplinary Perspective; Cambridge University Press: Cambridge, UK, 2014. [Google Scholar] [CrossRef]
- Giessen, H.W. Serious games effects: An overview. Procedia-Soc. Behav. Sci. 2015, 174, 2240–2244. [Google Scholar] [CrossRef] [Green Version]
- Zheng, R.; Gardner, M.K. Handbook of Research on Serious Games for Educational Applications; IGI Global: Hershey, PA, USA, 2016. [Google Scholar] [CrossRef]
- Malone, T.W.; Lepper, M.R. Making learning fun: A taxonomy of intrinsic motivations for learning. Aptitude. Learn. Instr. 1987, 3, 223–253. [Google Scholar]
- Dickey, M.D. Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educ. Technol. Res. Dev. 2007, 55, 253–273. [Google Scholar] [CrossRef]
- Csikszentmihalyi, M. Intrinsic motivation and effective teaching. In Applications of Flow in Human Development and Education; Springer: Dordrecht, The Netherlands, 2014; pp. 173–187. [Google Scholar] [CrossRef]
- Ritterfeld, U.; Cody, M.; Vorderer, P. Introduction. In Serious Games: Mechanics and Effects; Ritterfeld, U., Cody, M., Vorderer, P., Eds.; Routledge: New York, NY, USA, 2009; pp. 3–9. [Google Scholar]
- Malone, T.W. Toward a theory of intrinsically motivating instruction. Cogn. Sci. 1981, 5, 333–369. [Google Scholar] [CrossRef]
- Dondlinger, M.J. Educational video game design: A review of the literature. J. Appl. Educ. Technol. 2007, 4, 21–31. [Google Scholar]
- Mayo, M.J. Games for science and engineering education. Commun. ACM 2007, 50, 30–35. [Google Scholar] [CrossRef]
- Filsecker, M.; Hickey, D.T. A multilevel analysis of the effects of external rewards on elementary students’ motivation, engagement and learning in an educational game. Comput. Educ. 2014, 75, 136–148. [Google Scholar] [CrossRef]
- Balcetis, E.; Cole, S. Body in mind: The role of embodied cognition in self-regulation. Soc. Personal. Psychol. Compass 2009, 3, 759–774. [Google Scholar] [CrossRef]
- National Research Council. Learning Science through Computer Games and Simulations; Honey, M.A., Hilton, M.L., Eds.; National Academy Press, Board on Science Education, Division of Behavioral and Social Sciences and Education: Washington, DC, USA, 2011. [Google Scholar]
- Young, M.F.; Slota, S.; Cutter, A.B.; Jalette, G.; Mulling, G.; Lai, B.; Yukhymenko, M. Our princess is in another castle: A review of trends in serious gaming for education. Rev. Educ. Res. 2012, 82, 61–89. [Google Scholar] [CrossRef] [Green Version]
- Lieberman, D.A.; Biely, E.; Thai, C.L.; Peinado, S. Transfer of learning from video game play to the classroom. In Learning by Playing: Video Gaming in Education; Blumberg, F.C., Ed.; Oxford University Press: New York, NY, USA, 2014; pp. 189–203. [Google Scholar] [CrossRef]
- van de Sande, E.; Segers, E.; Verhoeven, L. The role of executive control in young children’s serious gaming behavior. Comput. Educ. 2015, 82, 432–441. [Google Scholar] [CrossRef]
- Jacobson, J.; Handron, K.; Holden, L. Narrative and content combine in a learning game for virtual heritage. Distance Educ. 2009, 9, 7–26. [Google Scholar] [CrossRef]
- Djaouti, D.; Alvarez, J.; Rampnoux, O.; Charvillat, V.; Jessel, J.P. Serious games and cultural heritage: A case study of prehistoric caves. In Proceedings of the 15th International Conference on Virtual Systems and Multimedia (VSMM’09), Vienna, Austria, 9–12 September 2009; pp. 221–226. [Google Scholar] [CrossRef]
- De Paolis, L.T.; Aloisio, G.; Celentano, M.G.; Oliva, L.; Vecchio, P. Mediaevo project: A serious game for the edutainment. In Proceedings of the 2011 3rd International Conference on Computer Research and Development (ICCRD), Shanghai, China, 11–13 March 2011; Volume 4, pp. 524–529. [Google Scholar] [CrossRef]
- Bellotti, F.; Berta, R.; De Gloria, A.; D’ursi, A.; Fiore, V. A serious game model for cultural heritage. J. Comput. Cult. Herit. (JOCCH) 2012, 5, 17. [Google Scholar] [CrossRef]
- Coenen, T.; Mostmans, L.; Naessens, K. MuseUs: Case study of a pervasive cultural heritage serious game. J. Comput. Cult. Herit. (JOCCH) 2013, 6, 8. [Google Scholar] [CrossRef]
- Mortara, M.; Catalano, C.E.; Bellotti, F.; Fiucci, G.; Houry-Panchetti, M.; Petridis, P. Learning cultural heritage by serious games. J. Cult. Herit. 2014, 15, 318–325. [Google Scholar] [CrossRef] [Green Version]
- Simon, N. The Participatory Museum; Museum 2.0: Santa Cruz, CA, USA, 2010; ISBN 978-0-615-34650-2. [Google Scholar]
- Shaffer, D.W.; Squire, K.R.; Halverson, R.; Gee, J.P. Video games and the future of learning. Phi Delta Kappan 2005, 87, 105–111. [Google Scholar] [CrossRef]
- Skarlatos, D.; Agrafiotis, P.; Balogh, T.; Bruno, F.; Castro, F.; Petriaggi, B.D.; Rizvic, S. Project iMARECULTURE: Advanced VR, iMmersive serious games and augmented REality as tools to raise awareness and access to European underwater CULTURal heritagE. In Euro-Mediterranean Conference; Springer: Cham, Germany, 2016; pp. 805–813. [Google Scholar]
- Bruno, F.; Barbieri, L.; Lagudi, A.; Cozza, M.; Cozza, A.; Peluso, R.; Muzzupappa, M. Virtual dives into the underwater archaeological treasures of South Italy. Virtual Real. 2018, 22, 91–102. [Google Scholar] [CrossRef]
- Philbin-Briscoe, O.; Simon, B.; Mudur, S.; Poullis, C.; Rizvic, S.; Boskovic, D.; Skarlatos, D. A serious game for understanding ancient seafaring in the Mediterranean sea. In Proceedings of the 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), Athens, Greece, 6–8 September 2017; pp. 1–5. [Google Scholar] [CrossRef]
- Poullis, C.; Kersten-Oertel, M.; Benjamin, J.P.; Philbin-Briscoe, O.; Simon, B.; Perissiou, D.; Rizvic, S. Evaluation of “The Seafarers”: A serious game on seaborne trade in the Mediterranean sea during the Classical period. Digit. Appl. Archaeol. Cult. Herit. 2019, 12, e00090. [Google Scholar] [CrossRef]
- Menna, F.; Agrafiotis, P.; Georgopoulos, A. State of the art and applications in archaeological underwater 3D recording and mapping. J. Cult. Herit. 2018, 33, 231–248. [Google Scholar] [CrossRef]
- Sanders, D.H. Virtual reconstruction of maritime sites and artefacts. In The Oxford Handbook of Maritime Archaeology; Catsambis, A., Ford, B., Hamilton, D.L., Eds.; Oxford University Press: Oxford, UK, 2011; pp. 305–326. [Google Scholar] [CrossRef]
- Bruno, F.; Barbieri, L.; Muzzupappa, M.; Tusa, S.; Fresina, A.; Oliveri, F.; Peluso, R. Enhancing learning and access to Underwater Cultural Heritage through digital technologies: The case study of the “Cala Minnola” shipwreck site. Digit. Appl. Archaeol. Cult. Herit. 2019, 13, e00103. [Google Scholar] [CrossRef]
- UNESCO Convention on the Protection of the Underwater Cultural Heritage, Paris, France, 2 November 2001. Available online: http://portal.unesco.org/en/ev.php-URL_ID=13520&URL_DO=DO_TOPIC&URL_SECTION=201.html (accessed on 21 September 2021).
- Dromgoole, S. 2001 UNESCO convention on the protection of the Underwater Cultural Heritage. Int. J. Mar. Coast. Law 2003, 18, 59–108. [Google Scholar] [CrossRef]
- UNESCO. The Benefit of the Protection of Underwater Cultural the Right Age for Sustainable Growth. Tourism and Urban Development. 2013. Available online: https://www.semanticscholar.org/paper/The-Benefit-of-the-Protection-of-Underwater-for-%2C/546f1dcc09675924f40311356204ca479f128d38 (accessed on 14 October 2021).
- European Commission Directorate General for Maritime Affairs and Fisheries. A European Strategy for More Growth and Jobs in Coastal and Maritime Tourism. Communication from the Commission to the European Parliament. 20 February 2014. Available online: https://www.eea.europa.eu/policy-documents/a-european-strategy-for-more (accessed on 14 October 2021).
- Bruno, F.; Lagudi, A.; Barbieri, L.; Cozza, M.; Cozza, A.; Peluso, R.; Skarlatos, D. Virtual tour in the sunken “Villa con ingresso a protiro” within the underwater archaeological park of baiae. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2019. [Google Scholar] [CrossRef] [Green Version]
- Petriaggi, R.; Mancinelli, R. An Experimental Conservation Treatment on the Mosaic Floor and Perimeter Walls of Room N. 1 of the So-Called «Villa con Ingresso a Protiro» in the Underwater Archaeological Park of Baia (Naples), in Archaeologia Maritima Mediterranea, International Journal on Underwater Archaeology, I; Fabrizio Serra Editore: Pisa, Italy, 2004; pp. 109–126. [Google Scholar]
- Davidde Petriaggi, B. Documentazione 3D per la Conservazione del Patrimonio Archeologico Sommerso: L’esperienza Dell’ISCR. In Le Tecnologie Digitali al Servizio Della Conservazione, Atti del Convegno (Vicenza, 19 marzo 2016); Colombo, A., Perzolla, V., Eds.; 2017; pp. 27–31. Available online: https://www.academia.edu/32294467/DOCUMENTAZIONE_3D_PER_LA_CONSERVAZIONE_DEL_PATRIMONIO_ARCHEOLOGICO_SOMMERSO_L_ESPERIENZA_DELL_ISCR (accessed on 14 October 2021).
- Hadjidaki, E. Underwater excavations of a late fifth century merchant ship at Alonnesos, Greece: The 1991–1993 seasons. Bull. Corresp. Hellénique 1996, 120, 561–593. [Google Scholar] [CrossRef]
- Petricioli, S.; Uranija, V. Brod Kod Gnalića-Naše Najbogatije Hidroarheološko Nalazište, Vrulje—Glasilo Narodnog Muzeja u Zadru 1, ed. 1970. Available online: https://www.academia.edu/6245543/The_Late_Sixteenth_Century_Shipwreck_of_Gnali%C4%87_Preliminary_Results_of_2012_Research_Campaign_and_Plans_for_the_Future (accessed on 14 October 2021).
- Petricioli, S. Deset godina rada na hidroarheološkom nalazu kod Gnalića. Godišnjak zaštite spomenika culture. Hrvatske 1981, 6, 37–45. [Google Scholar]
- Radić Rossi, I.; Bondioli, M.; Nicolardi, M.; Brusić, Z.; Čoralić, L.; Vieira de Castro, F. Brodolom kod Gnalića—Ogledalo renesansne Europe/the shipwreck of Gnalić—mirror of Renaissance Europe. In Gnalić: Blago potonulog broda iz 16. stoljeća/Gnalić—Treasure of a 16th Century Sunken Ship, Exhibition Catalogue; Filep, A., Jurdana, E., Pandžić, A., Eds.; Croatian History Museum: Zagreb, Croatia, 2013; pp. 65–95. [Google Scholar]
- Shipping and Shipbuilding Research Trust. Available online: http://www.teesbuiltships.co.uk/view.php?year_built=1896&builder=&ref=169503&vessel=MOORBY (accessed on 21 September 2021).
- Oriente: Lloyd’s Register of Ships-1930, Grosse Tonnage: 11520, BRN 1429111. Available online: https://plimsoll.southampton.gov.uk/shipdata/pdfs/30/30b0890.pdf (accessed on 21 September 2021).
- Lagudi, A.; Bianco, G.; Muzzupappa, M.; Bruno, F. An alignment method for the integration of underwater 3D data captured by a stereovision system and an acoustic camera. Sensors 2016, 16, 536. [Google Scholar] [CrossRef] [Green Version]
- Gallo, A.; Bruno, F.; Barbieri, L.; Lagudi, A.; Muzzupappa, M. Performance evaluation of underwater image pre-processing algorithms for the improvement of multi-view 3d reconstruction. ACTA IMEKO 2019, 8, 69–77. [Google Scholar] [CrossRef]
- McCarthy, J.K.; Martin, K. Virtual Reality for maritime archaeology in 2.5D: A virtual dive on a flute wreck of 1659 in Iceland. In Proceedings of the 2019 23rd International Conference in Information Visualization—Part II, Adelaide, Australia, 16–19 July 2019; IEEE: Piscataway, NJ, USA, 2019; pp. 104–109. [Google Scholar] [CrossRef]
- Şen, F.; Díaz, L.; Horttana, T. A novel gesture-based interface for a VR simulation: Re-discovering Vrouw Maria. In Proceedings of the 2012 18th International Conference on Virtual Systems and Multimedia, VSMM 2012—Virtual Systems in the Information Society, Milan, Italy, 2–5 September 2012; pp. 323–330. [Google Scholar] [CrossRef]
- Reeves, B.; Read, J.L. Total Engagement: Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete; Harvard Business School Publishing: Boston, MA, USA, 2009. [Google Scholar]
- Bellotti, F.; Berta, R.; De Gloria, A.; Primavera, L. A task annotation model for sandbox serious games. Poceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, Milan, Italy, 7–10 September 2009; pp. 233–240. [Google Scholar] [CrossRef]
- Bellotti, F.; Berta, R.; De Gloria, A.; Primavera, L. Supporting authors in the development of task-based learning in serious virtual worlds. Br. J. Educ. Technol. 2010, 41, 86–107. [Google Scholar] [CrossRef]
- Billieux, J.; Maurage, P.; Lopez-Fernandez, O.; Kuss, D.J.; Griffiths, M.D. Can disordered mobile phone use be considered a behavioral addiction? An update on current evidence and a comprehensive model for future research. Curr. Addict. Rep. 2015, 2, 154–162. [Google Scholar] [CrossRef] [Green Version]
- Balakrishnan, J.; Griffiths, M.D. Perceived addictiveness of smartphone games: A content analysis of game reviews by players. Int. J. Ment. Health Addict. 2019, 17, 922–934. [Google Scholar] [CrossRef] [Green Version]
- Dive in the Past on Android Store. Available online: https://play.google.com/store/apps/details?id=com.tredresearch.diveinthepast&hl=it&gl=US (accessed on 21 September 2021).
- Dive in the Past on Apple Store. Available online: https://apps.apple.com/app/id1553107749 (accessed on 21 September 2021).
- Sangani, C.; Ananthanarayanan, S. Sentiment analysis of app store reviews. Methodology 2013, 4, 153–162. [Google Scholar]
- Noei, E.; Zhang, F.; Zou, Y. Too many user-reviews, what should app developers look at first? IEEE Trans. Softw. Eng. 2019, 47, 367–378. [Google Scholar] [CrossRef] [Green Version]
- Fu, B.; Lin, J.; Li, L.; Faloutsos, C.; Hong, J.; Sadeh, N. Why people hate your app: Making sense of user feedback in a mobile app store. In Proceedings of the 19th ACM SIGKDD International Conference on Knowledge Discovery and Data Mining, Chicago, IL, USA, 11–14 August 2013; pp. 1276–1284. [Google Scholar] [CrossRef]
- Scolastici, C.; Nolte, D. Mobile Game Design Essentials; Packt Publishing Ltd.: Birmingham, UK, 2013; ISBN 978-1-84969-298-4. [Google Scholar]
- Game Development World Championship DITP. Available online: https://thegdwc.com/pages/game.php?game_guid=347380f7-37bb-4d19-8178-e09b30e56615 (accessed on 21 September 2021).
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2021 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Cozza, M.; Isabella, S.; Di Cuia, P.; Cozza, A.; Peluso, R.; Cosentino, V.; Barbieri, L.; Muzzupappa, M.; Bruno, F. Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea. Heritage 2021, 4, 4001-4016. https://doi.org/10.3390/heritage4040220
Cozza M, Isabella S, Di Cuia P, Cozza A, Peluso R, Cosentino V, Barbieri L, Muzzupappa M, Bruno F. Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea. Heritage. 2021; 4(4):4001-4016. https://doi.org/10.3390/heritage4040220
Chicago/Turabian StyleCozza, Marco, Salvatore Isabella, Paola Di Cuia, Alessandro Cozza, Raffaele Peluso, Vincenzo Cosentino, Loris Barbieri, Maurizio Muzzupappa, and Fabio Bruno. 2021. "Dive in the Past: A Serious Game to Promote the Underwater Cultural Heritage of the Mediterranean Sea" Heritage 4, no. 4: 4001-4016. https://doi.org/10.3390/heritage4040220