02066nas a2200313 4500000000100000000000100001008004100002653002200043653003400065653002300099653002600122653001900148653002400167653001700191653002600208653003400234653003400268653001200302653002500314653001800339653002000357100002100377700001600398245006600414856014500480490000700625520110000632022002001732 d10acultural heritage10aCultural heritage application10aCultural heritages10aCultural institutions10aDigitalization10aGame-based Learning10aGamification10aHistoric preservation10aIntangible cultural heritages10aInteractive computer graphics10amuseums10aScientific community10aSerious games10aVirtual reality1 aMarijana Cosovic1 aBelma Brkic00aGame-Based Learning in Museums-Cultural Heritage Applications uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85079056800&doi=10.3390%2finfo11010022&partnerID=40&md5=56cbe470c03f744bba26f6bcbdf7a0820 v113 aAs traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment. a20782489 (ISSN)