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      The Gamification of Arts and Culture: The expanded narrative and the virtual space from digital media to COVID

      Published
      proceedings-article
      Proceedings of EVA London 2022 (EVA 2022)
      Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
      4–8 July 2022
      Immersion, Audience, Technology, Digital, Gamification
      Bookmark

            Abstract

            This paper considers how advances in technology towards the end of the twentieth century led both to new affordances in immersive experiences at the intersection of art, design, and technology (for example virtual reality), and came into their own during the COVID-19 pandemic through the creation of innovative, engaging works. The concept of an expanded narrative is presented as existing outside of the work itself, as the relationship between audience, artwork and the space in which it is presented – and by acknowledging how screen-based experiences become both accessible, affordable, and pervasive within society, this paper suggests a potential gamification of culture to bring art and entertainment to new audiences.

            Content

            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 188-195
            Affiliations
            [0001]University of

            Wolverhampton,

            UK
            Article
            10.14236/ewic/EVA2022.35
            434f5302-fc34-46e8-801f-7430b83b4b08
            © Mills. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2022
            EVA 2022
            London
            4–8 July 2022
            Electronic Workshops in Computing (eWiC)
            Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2022.35
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Immersion,Technology,Gamification,Audience,Digital

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