Use Cases for Gamification in Virtual Museums
Zusammenfassung
Museums face the problem of a decreasing number of visitors. One way to solve this problem is to attract new target groups such as young people. Therefore, some museum started to develop online museums where they digitally present their exhibition artefacts to a larger audience. One way to reach this goal are virtual environments. But how can potential visitors be motivated to visit the museum continuously and how can knowledge of the artwork be transferred? Gamification is one approach that could solve both problems. This article develops a guidance based on gamification approaches for a virtual museums guide based on different use cases.
Schlüsselwörter
Gamification; Museum; Virtual World
Zitieren als
Döpker, A., Brockmann, T., & Stieglitz, S. (2013). Use Cases for Gamification in Virtual Museums. In Proceedings of the Jahrestagung der Gesellschaft für Informatik 2013, Koblenz, 2308–2321.Details
Publikationstyp
Forschungsartikel in Sammelband (Konferenz)
Begutachtet
Ja
Publikationsstatus
Veröffentlicht
Jahr
2013
Konferenz
Jahrestagung der Gesellschaft für Informatik 2013
Konferenzort
Koblenz
Buchtitel
Lecture Notes in Informatics (LNI)
Herausgeber
Horbach M
Erste Seite
2308
Letzte Seite
2321
Band
P-220
Reihe
GI-Edition-Lecture Notes in Informatics (LNI)
Ort
Koblenz
Sprache
Englisch
ISSN
1617-5468
ISBN
978-3-88579-614-5