Call for the articles to be included in the 15th volume of the magazine
Editor in chief: Massimiliano Lo Turco, Alessandro Luigini
Digital Heritage and Applied Games
The digitization of the cultural heritage sector has profoundly transformed the ways the public engages with museums, archaeological sites, and cultural institutions. In the past, cultural heritage was often accessible primarily to specialists and scholars; today, a radical shift is taking place: the narratives built around cultural assets are increasingly accessible, engaging, and capable of attracting a diverse audience, composed not only of experts but also of visitors of all ages and backgrounds.
Digital technologies play a fundamental role in this process of cultural democratization, enhancing the possibilities of valorization and access. In addition to traditional mediation tools, such as exhibitions and guided tours, the integration of innovative technologies has enabled new forms of storytelling and interaction, enriching the visitor experience and making it more immersive and personalized.
A particularly promising field emerging from this shift is that of applied games, which differ from purely recreational games by their educational and formative goals. These digital tools deeply engage users, drawing them closer to sometimes complex cultural content through playful dynamics that stimulate curiosity, creativity, and learning. Applied games go beyond simply transmitting information, promoting active interaction and critical reflection, creating new opportunities for communication between visitors and cultural heritage.
The role of applied games, often used in formal and informal educational contexts, is rapidly evolving within museums. More and more cultural institutions are experimenting with the use of digital games as part of their engagement and audience development strategies. In many cases, museums are not just consumers of games designed by others; they are becoming producers and promoters of video games and interactive applications that enrich their collections and exhibitions. The use of games not only broadens the appeal of the museum to a younger, tech-savvy audience but can also offer new perspectives on the interpretation of artworks and artifacts on display.
Simultaneously, *phygital* (physical + digital) gaming experiences are emerging, where physical and digital elements combine to create innovative gaming environments. In museums and educational workshops, these games allow users to interact with real objects through digital technologies, making the experience both tactile and virtual. This type of interaction represents a cutting-edge frontier in cultural engagement, suitable for an intergenerational audience—from children to adults—and capable of engaging even those unfamiliar with traditional video games.
This issue aims to explore the intersection of technology and art, of preservation and dissemination, through the lens of the many forms of digital representation.
Key Themes:
We invite contributions that address, but are not limited to, the following topics:
- 3D Modeling: Methods and technologies for creating accurate 3D representations of cultural heritage.
- Applied Games: Development of games based on 3D models to enhance interaction with heritage.
- Digital Preservation: The use of 3D modeling to document and preserve cultural heritage.
- User Experience and Interaction: Studies on how 3D models and games improve cultural engagement and accessibility.
- Case Studies: Analysis of projects integrating 3D and serious games into cultural heritage conservation and education.
- Evaluation and Impact Analysis: Qualitative and quantitative analyses of the effectiveness of these technologies on cultural heritage.
Submission Guidelines:
We invite researchers, professionals, and educators to submit original contributions, case studies, and professional experiences that advance our understanding of the use of 3D digital models and serious games in the cultural heritage sector. All submissions must follow the journal’s guidelines and will undergo a peer-review process.
Key Dates issue 15
Call for Papers: September, 30
Abstract (maximum 1500 ch + 2 images): October, 20
Abstract Feedback: October, 28
Full Paper (maximum 20.000 ch): December, 10
Full Paper Feedback: December, 20
Revised Full Paper Deadline: January, 10
All Papers accepted after the double-blind peer review process will be published in the Dn journal with an ISSN.
Abstract Submission
Abstracts should be submitted in .doc or .docx format and in .pdf format, named with the last name of the first author.
The .pdf file should be submitted without the personal references.
Files must be uploaded through the Abstract Submission button.
Full Paper Submission
The official languages of the magazine are Italian and English.
Submissions should have a maximum length of 15.000 characters and 10 images.
The zipped folder must contain:
- a “TXT” folder containing:
• the textual file (.doc or .docx) of the paper in two languages, without the images;
• a text file containing the captions; - a .pdf file of the complete paper in two languages with pictures and captions without references that can make authors recognizable;
- an “IMG” folder containing all images included in the paper, in .jpeg format, named according to the text numbering, larger than 1920 × 1280 px and weighing no more than 7mb each.
Full paper’s files must be uploaded via the Full Paper Submission button.
The use of the Harvard Style template is recommended for writing bibliographical references.
For information and clarifications you can send an email to: info@dienne.org