Mobile Serious Game for Enhancing User Experience in Museum

Author:

Stanković Elesini Urška1ORCID,Miha Hlede2ORCID,Kristan David3ORCID,Korošec Andreja1ORCID,Protić Eni1ORCID,Učakar Andrej1ORCID,Vrabič Brodnjak Urška1ORCID,Rugelj Jože3ORCID

Affiliation:

1. Faculty of Natural Sciences and Engineering, University of Ljubljana, Ljubljana, Slovenia

2. Faculty of Arts, University of Ljubljana, Ljubljana, Slovenia

3. Faculty of Education, University of Ljubljana, Ljubljana, Slovenia

Abstract

Mobile technology offers new opportunities to enhance the visitor experience in museums. Mobile serious games can support experiential learning with authentic exhibits in an authentic museum environment based on the contextual learning model with the interaction between the personal, socio-cultural, and physical context. In developing the game, we wondered whether it could appropriately motivate and engage different age groups in the museum experience with its challenges of different difficulty levels; whether a mobile game could, through its challenges interacting with the museum environment, prevent “head-down” behavior; and whether museum exhibits could be better recalled by visitors participating in a tour with a mobile game than in two other traditional tours (i.e., guided tours, tours with museum brochures). The results of the study showed that a tour with a mobile serious game with challenges of different difficulty levels is suitable for visitors of two target groups (i.e., families and students). Since each challenge encourages interaction with the museum environment, it could largely prevent “head-down” behavior. The results also show that a tour with appropriately planned multisensory challenges motivates visitors to actively engage with the museum environment, resulting in slightly better recall of exhibits compared to other tour types. The results of this study can help bring museums and the history they represent closer to digital generations, 1 and popularize modern informal learning methods associated with incidental and experiential lifelong learning that can take place anytime, anywhere, and help achieve higher taxonomic knowledge levels.

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Graphics and Computer-Aided Design,Computer Science Applications,Information Systems,Conservation

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Play and Interpret in Art Museum’s Games: A Systematic Review;Design, User Experience, and Usability;2023

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