TY - MGZN AU - Daniel Camuñas García AU - Begoña Serrano Arnáez AU - María Cambil Hernández AU - Juan Cruz Campos AB - The use of video games for heritage education presents one of the greatest opportunities to engage people in the knowledge of cultural assets and values. However, not all video games have the ability to effectively convey heritage values. This chapter reviews the use of serious and commercial video games in the communication of cultural heritage in order to adequately frame and identify the characteristics for the selection and evaluation of video games in the field of heritage education. As main results, three key characteristics thatvideo games should have for their use in heritage education stand out: to encourage play through immersive mechanisms; to satisfy psychological needs and, therefore, affect the players’ well-being through intrinsicmotivation; and to represent from a geometric or semantic point of view the tangible or intangible heritage and its interactions. The conclusions help to frame and identify the characteristics for the selection, evaluation and design of video games in the context of heritage education. C2 - Transformando la educación a través del conocimiento N2 - The use of video games for heritage education presents one of the greatest opportunities to engage people in the knowledge of cultural assets and values. However, not all video games have the ability to effectively convey heritage values. This chapter reviews the use of serious and commercial video games in the communication of cultural heritage in order to adequately frame and identify the characteristics for the selection and evaluation of video games in the field of heritage education. As main results, three key characteristics thatvideo games should have for their use in heritage education stand out: to encourage play through immersive mechanisms; to satisfy psychological needs and, therefore, affect the players’ well-being through intrinsicmotivation; and to represent from a geometric or semantic point of view the tangible or intangible heritage and its interactions. The conclusions help to frame and identify the characteristics for the selection, evaluation and design of video games in the context of heritage education. PB - Ediciones OCTAEDRO PY - 2022 SN - 978-84-19506-73-3 SP - 201 EP - 209 TI - Algunas características clave de los videojuegos comerciales para la educación patrimonial UR - https://dialnet.unirioja.es/servlet/extart?codigo=8671290 ER -