Videogames to know art and culture
Antonio Lampis
Economia della Cultura, 2018, issue 3, 269-274
Abstract:
For almost two years in Italy we have witnessed a real explosion in the debate about the relationship between digital environments and the educational function of museums and, more generally, of cultural heritage. The importance of a greater knowledge of the relations between propaedeutics to art and gaming, however, does not concern only the youngest. Digital environments are in fact particularly attractive also for older generations, who surprise us with their strong curiosity and willingness to fill their gaps in the knowledge of technologies. Also for this reason it is urgent, in the training courses of art historians and archaeologists, to introduce moments of indepth study on gaming and other aspects related to the iconographic heritage common to youth cultures, integrating and updating the academic study courses. An essential step to reach one of the main goals of the Mibac reform: to provide the museum visitors of effective knowledge experiences.
Keywords: Museums; Gaming; Cultural Heritage Training; Visitors. (search for similar items in EconPapers)
Date: 2018
References: Add references at CitEc
Citations:
Downloads: (external link)
https://www.rivisteweb.it/download/article/10.1446/91288 (application/pdf)
https://www.rivisteweb.it/doi/10.1446/91288 (text/html)
Access to full text is restricted to subscribers
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:mul:jkrece:doi:10.1446/91288:y:2018:i:3:p:269-274
Access Statistics for this article
Economia della Cultura is currently edited by Paolo Leon
More articles in Economia della Cultura from Società editrice il Mulino
Bibliographic data for series maintained by ().