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Digital Cultural Strategies Within the Context of Digital Humanities Economics

Markopoulos, E; Markopoulos, P; Liumila, M; Almufti, Y; Romano, C; (2019) Digital Cultural Strategies Within the Context of Digital Humanities Economics. In: Ahram, T, (ed.) Advances in Human Factors in Wearable Technologies and Game Design: Proceedings of the AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments. (pp. pp. 283-295). Springer: Cham, Switzerland. Green open access

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Abstract

Staying sustainable in the world of cultural heritage is a major organizational challenge nationally and internationally. Due to the global financial crisis the funds available to sustain the operations of museums and libraries become difficult not only to obtain them but also to utilized them effectively and efficiently. The operational costs of museums increase over the time due to exhibit maintenance and acquisition costs. This cost is inversely proportional to the revenues that can be generated. Virtual reality, avatar technologies, virtual worlds, holograms, gaming and gamification can offer creative interactivity and unique experiences with low or no cost to the global visitor and introduce new revenue streams. This paper practically integrates the realization of digital cultural strategies and operations within the context of digital humanities economics that can turn museums and libraries from cost centres to profit centres for the benefit of the humanity and the society.

Type: Proceedings paper
Title: Digital Cultural Strategies Within the Context of Digital Humanities Economics
Event: AHFE 2019 International Conference on Human Factors and Wearable Technologies, and the AHFE International Conference on Game Design and Virtual Environments
Location: Washington, DC
Dates: 24 July 2019 - 28 July 2019
ISBN-13: 978-3-030-20475-4
Open access status: An open access version is available from UCL Discovery
DOI: 10.1007/978-3-030-20476-1_29
Publisher version: https://doi.org/10.1007/978-3-030-20476-1_29
Language: English
Additional information: This version is the author accepted manuscript. For information on re-use, please refer to the publisher’s terms and conditions.
Keywords: Digital museum, Digital library, Gamification, Humanities, Technology, Virtual Reality, Avatar, Economics
UCL classification: UCL
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science > UCL School of Management
URI: https://discovery.ucl.ac.uk/id/eprint/10120903
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