Use Cases for Gamification in Virtual Museums
Abstract
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.
Keywords
Gamification; Museum; Virtual World
Cite as
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
Publication type
Research article in proceedings (conference)
Peer reviewed
Yes
Publication status
Published
Year
2013
Conference
Jahrestagung der Gesellschaft für Informatik 2013
Venue
Koblenz
Book title
Lecture Notes in Informatics (LNI)
Editor
Horbach M
Start page
2308
End page
2321
Volume
P-220
Title of series
GI-Edition-Lecture Notes in Informatics (LNI)
Place
Koblenz
Language
English
ISSN
1617-5468
ISBN
978-3-88579-614-5