sh.sePublications
Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Design research on engaging and educative museum experiences with the use of games within museum applications: A case study of a treasure hunt game within the Nationalmuseum’s application
Södertörn University, School of Natural Sciences, Technology and Environmental Studies.
2021 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

This paper discusses factors that affect engagement during a museum experience with a focus on applying gamification into a museum application. At the center of this paper, the educative and engaging purposes of a museum visit are situated and analyzed in the form of design research. Following the design thinking methodology, first a background study with relevant literature, theoretical framework, and related studies on existing museum experiences using games and mobile technology is presented. Moreover, in order to narrow down the perspective of the study a case study with an existing museum application is selected. As a result of this research, a prototype of a game within the Visitor Guide application of the Nationalmuseum of Sweden was created and tested in a showroom environment, in a museum exhibition. The aim of this study was to find out if a game within a museum application could engage the visitors while educating them. The findings create space for discussions about several topics, including different factors affecting engagement and how gamification can help to educate the museum visitors in a non-gamified environment.

Place, publisher, year, edition, pages
2021. , p. 30
Keywords [en]
User Experience; Museum Experience; Museum application; Gamification; Engaging Games; Educational Games.
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:sh:diva-46657OAI: oai:DiVA.org:sh-46657DiVA, id: diva2:1607126
Subject / course
Media Technology
Uppsok
Technology
Supervisors
Examiners
Available from: 2021-11-08 Created: 2021-10-29 Last updated: 2021-11-08Bibliographically approved

Open Access in DiVA

fulltext(8588 kB)955 downloads
File information
File name FULLTEXT02.pdfFile size 8588 kBChecksum SHA-512
ceb375eb57685cbb14211d6fa1a7d4b8ac9c330d16eabae09299949b811ef9f5413fe8e50c0f06c907c7b43650ef54ea3bff0100dfa71e0c9229998b5f2186f0
Type fulltextMimetype application/pdf

By organisation
School of Natural Sciences, Technology and Environmental Studies
Human Computer Interaction

Search outside of DiVA

GoogleGoogle Scholar
Total: 955 downloads
The number of downloads is the sum of all downloads of full texts. It may include eg previous versions that are now no longer available

urn-nbn

Altmetric score

urn-nbn
Total: 664 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • harvard-anglia-ruskin-university
  • apa-old-doi-prefix.csl
  • sodertorns-hogskola-harvard.csl
  • sodertorns-hogskola-oxford.csl
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf