Gamified Participatory Museum Experience for Future Museums

2Citations
Citations of this article
23Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

Museums are cultural and educational institutions that collect, preserve, display and study their collections, and whose purpose is to represent nature and human beings, and provide knowledge and education to the public. Based on the participation and education of museums, this paper demonstrates how to enhance museum participatory and educational experience for visitors by means of gamified participatory experience. It systematically explains the concept of museum participatory experience for visitors. By trying to apply the new concept and method, we designed the “SPORTSWEAR EXHIBITION - Dress to Win” at Design Exchange Museum, Toronto, Canada. We studied the impact of gamified participatory experience and analyzed the effectiveness of using new technologies. Finally, we understand the importance of participatory experience in future museums.

Cite

CITATION STYLE

APA

He, H., Li, Z., Cheng, X., & Wu, J. (2019). Gamified Participatory Museum Experience for Future Museums. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11585 LNCS, pp. 195–208). Springer Verlag. https://doi.org/10.1007/978-3-030-23538-3_15

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free