About this document
Research Gamification Using Commercial Video Games To Explore Chinese Traditional Art by Arwin Ramli is a document available to read on EtoBox.
This research explores the use of commercial video games as tools for analyzing and preserving traditional Chinese art, proposing a framework for knowledge production and transfer through game-based practices. It emphasizes the significance of 3D modeling in enhancing educational experiences and calls for further empirical studies to validate the effectiveness of video games in cultural research. The study aims to bridge digital humanities with traditional disciplines, advocating for the integration of tech
- Author
- Arwin Ramli
- Language
- EN