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Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies

Published: 20 April 2023 Publication History

Abstract

While museums are designed to engage and interest various audiences, teenagers are often a neglected segment. Without digital interactivity, it is challenging for a museum to remain exciting and relevant to a young, tech-savvy audience. Games can benefit museums by fostering positive attitudes towards museum spaces and creating more joyful destinations to promote meaningful informal learning combined with entertainment. We developed a dual-gamified mobile experience targeted at teenagers, for the Natural History Museum of Funchal, Portugal: a story-based strategy (Memories of Carvalhal's PalaceTurning Point) and a game-based strategy (Memories of Carvalhal's PalaceHaunted Encounters). These strategies were studied in depth with 159 teenagers (15–19 years old) to understand how gamified strategies might enhance their user experience in a museum. On one hand, game-based strategies, in which game mechanics predominate, can catch a visitor's attention by displaying challenging questions that promote competition. On the other hand, story-based strategies, in which storytelling is prominent, can promote an emotional connection with the museum and exhibits and facilitate awareness of historical facts by including an engaging plot with high-quality media and tightly edited stories. This article reports on lessons learned that museum experience designers and curators can use in designing enjoyable, interactive experiences for teenage visitors.

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    cover image Journal on Computing and Cultural Heritage
    Journal on Computing and Cultural Heritage   Volume 16, Issue 2
    June 2023
    312 pages
    ISSN:1556-4673
    EISSN:1556-4711
    DOI:10.1145/3585396
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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 20 April 2023
    Online AM: 04 February 2023
    Accepted: 03 October 2022
    Revised: 27 September 2022
    Received: 17 April 2022
    Published in JOCCH Volume 16, Issue 2

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    Author Tags

    1. Storytelling
    2. gamification
    3. game-based
    4. story-based
    5. Gameplay
    6. museum experience
    7. augmented reality
    8. 3D Objects

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    • (2023)Empowering cultural heritage professionals: designing interactive exhibitions with authoring toolsMuseum Management and Curatorship10.1080/09647775.2023.2209896(1-15)Online publication date: 29-May-2023

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