Abstract
This study examines digital gamified museum experiences through the lens of affordance theory using a mixed-methods design. Two research questions guided the work: (1) which affordances, visitor experiences and outcomes characterise a gamified digital museum interaction, and (2) how these affordances shape different experience dimensions and related outcomes. Interviews with visitors engaging with a projection-mapping interactive table–depicting the harsh working conditions of a 19th-century factory–identified four affordances (rewards, competition, immersion, empathy), three experience dimensions (flow, learning perception, enjoyment) and three outcomes (perceived memorability, attitude reinforcement, intention to donate). The proposed model was tested with 252 museum visitors using PLSc-SEM. Findings show that specific affordances give rise to distinct experiences and outcomes. Theoretically, the study advances affordance theory in the context of gamified museum experiences. Practically, the results provide insights for exhibit design and museum management. Highlights The affordance theory is highly dependent on the experience and setting provided Museums offer specific gamification affordances for better visitor experiences Gamification in museums need to focus on enjoyment and learning Digital gamification can strengthen the sense of empathy felt with historical facts.
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CITATION STYLE
García-Milon, A., Dieck, M. C. T., & Jung, T. (2026). Gamification in digital museum experiences: an affordance perspective. Current Issues in Tourism. https://doi.org/10.1080/13683500.2026.2657925
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