Developing video games with cultural value at National Library of Lithuania

dc.audienceAudience::Audiovisual and Multimedia Section
dc.audienceAudience::Information Technology Section
dc.conference.sessionTypeAudiovisual and Multimedia with Information Technology
dc.conference.venueKuala Lumpur Convention Centre
dc.contributor.authorStratilatovas, Eugenijus
dc.date.accessioned2025-09-24T09:07:37Z
dc.date.available2025-09-24T09:07:37Z
dc.date.issued2017
dc.description.abstractThis 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.en
dc.identifier.citation1. Celia Hodent, “5 Misconceptions about UX (User Experience) in Video Games”, 04.06.2015 (https://www.gamasutra.com/blogs/CeliaHodent/20150406/240476/5_Misconceptions_about_UX_User_Experience_in_Video_Games.php)
dc.identifier.relatedurlhttps://2018.ifla.org/
dc.identifier.urihttps://repository.ifla.org/handle/20.500.14598/6283
dc.language.isoen
dc.rightsAttribution 4.0 International
dc.rights.accessRightsopen access
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subject.keywordVideo games
dc.subject.keywordvirtual reality
dc.subject.keywordgamification
dc.titleDeveloping video games with cultural value at National Library of Lithuaniaen
dc.typeArticle
ifla.UnitSection:Audiovisual and Multimedia Section
ifla.UnitSection::Information Technology Section
ifla.oPubIdhttps://library.ifla.org/id/eprint/2135/

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