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

Author:

Cesário Vanessa1ORCID,Nisi Valentina1ORCID

Affiliation:

1. Interactive Technologies Institute—ITI/LARSyS, IST University of Lisbon, Lisboa, Portugal

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.

Funder

ARDITI

Publisher

Association for Computing Machinery (ACM)

Subject

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

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