Industries, stakeholders, and the general public approach culture (both tangible and intangible) for a variety of purposes, and digital games can channel each of these purposes in different ways. In the context of a cultural experience, people may want to learn (with serious games) but also to have fun (with simple entertainment games), spend some spare time (with casual games), socialize (with social or multiplayer games), or create (with collaborative creation games). Similarly, cultural institutions Ver más
«La Noria presenta un proyecto que combina videojuegos e interacción con el entorno para la educación en valores sociales»
La iniciativa ‘El Gran Juego del Valle del Guadalhorce’ trabajará cinco áreas: cambio climático, género, objetivos de desarrollo sostenible, economía social y desarrollo rural La