Developing video games with cultural value at National Library of Lithuania
Tools
STRATILATOVAS, Eugenijus (2018) Developing video games with cultural value at National Library of Lithuania. Paper presented at: IFLA WLIC 2018 – Kuala Lumpur, Malaysia – Transform Libraries, Transform Societies in Session 75 - Audiovisual and Multimedia with Information Technology.
Bookmark or cite this item: https://library.ifla.org/id/eprint/2135
Language:
English (Original)
Available under licence Creative Commons Attribution.
Bookmark or cite this item: https://library.ifla.org/id/eprint/2135/1/075-stratilatovas-en.pdf
Abstract
Developing video games with cultural value at National Library of Lithuania
This paper presents two cases at the National Library of Lithuania (NLL), which demonstrate how video games can be used to interest younger generation in cultural heritage or provide educational value, what are the challenges and lessons learned. Hosting Global Game Jam event in Vilnius – where few hundred professional and amateur game developers gather for one weekend and develop game prototypes. NLL develops video game experiences as with traditional exhibitions – Virtual reality experiences or video games provide additional context to the exhibition. The core difference between making games with library users and making games for library users is quality requirements. When making a game with users the experience is process itself, and focus should be learning. However, when game is made by the library, as a library service, it must be polished or the whole concept of gamification can be ruined. Libraries that develop games should choose scope of the project, and tools carefully. Game development for users should be only considered, if adequate resources are available. From our experience Simple 2D games with powerful message require less development, more thought about content, and digital resources already owned it the libraries can be used. Problem when developing 3D games about history or cultural heritage is 3d objects. Libraries and museums still have very few 3d scans, therefore we need to develop models from scratch, this increases development budget significantly. Using scanned images to make stories, or remake games from book stories is recommended approach for libraries.Item Type: | Conference or Workshop Item (Paper) | ||||||
---|---|---|---|---|---|---|---|
Conference details: | IFLA WLIC 2018 – Kuala Lumpur, Malaysia – Transform Libraries, Transform SocietiesSession 75 - Winning Strategies for Collecting, Cataloguing, Providing, Playing and Preserving Video Games in Libraries - Audiovisual and Multimedia with Information Technology |
||||||
Related URLs: | |||||||
Divisions: | Division 2 Library Collections > Audiovisual and Multimedia Section Division 3 Library Services > Information Technology Section |
||||||
Authors: |
|
||||||
Uncontrolled Keywords: | Video games, virtual reality, gamification | ||||||
Date Deposited: | 26 Jun 2018 14:47 | ||||||
Last Modified: | 26 Jun 2018 14:47 | ||||||
URI: | https://library.ifla.org/id/eprint/2135 |
FOR IFLA HQ (login required)
Edit item |