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Gaming Within Museums

  • Writer: Sophie Clubb
    Sophie Clubb
  • Apr 11, 2024
  • 2 min read

Researching into the ways that games and new technologies have been incorporated into museums. With many museums incorporating gamification into their programming. Gamification being introducing game like elements into non-game contexts. Much of the research that has been completed into gamification found that games can enhance user engagement and encourage visitors to return to the museums. Although much of the research has found the positive impacts of gamification within the museum setting, there has not been a significant amount of research into it as well as there being a limited framework and methodology that surround it.

 

The gamification of the museum overall finding that visitors enjoy the alternative experience that they may not be able to get elsewhere, the research of Scott Nicholson shows that not any type of game will be a successful addition. Nicholson explores the idea of meaningful gamification, with meaningful gamification being the use of game design elements to help users find personal meaning and engagement in non-game contexts. This contrast to traditional gamification as this focuses on external rewards and scoring systems. Nicholson further explores the idea of play and ludic learning, with this being refers to a space where play is utilized to facilitate exploration and learning about a particular topic, it is described as a free and safe environment that allows individuals to play with their potentials and engage in learning, development, and growth. Nicholson highlights how although the incorporation of games and technologies within museum spaces, what games and how audiences engage with them are significantly more important.

 

Incorporating this research into my own further research i would to further explore the ways in which the ideas of play can be applied to an art setting and exhibitions. With much of the research that i have read through so far have focused on traditional museums such as science museums. I think that applying the idea of ludic learning to contemporary art spaces would be interesting avenue for this research to take. Focusing not only on the introduction of technology but how this can lead to further education of art that many people do not have access to. Allowing audience to engage with art and art education outside of institutions as well as ensuring that there is a fun aspect to the use of technology may encourage audiences further engagement with the arts.

 

 

 

 
 
 

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