Use Cases for Gamification in Virtual Museums

Döpker Andreas, Brockmann Tobias, Stieglitz Stefan

Research article in edited proceedings (conference) | Peer reviewed

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.

Details about the publication

PublisherHorbach M
Book titleLecture Notes in Informatics (LNI)
Page range2308-2321
Place of publicationKoblenz
Title of seriesGI-Edition-Lecture Notes in Informatics (LNI) (ISSN: 1617-5468)
Volume of seriesP-220
StatusPublished
Release year2013
Language in which the publication is writtenEnglish
ConferenceJahrestagung der Gesellschaft für Informatik 2013, Koblenz, undefined
ISBN978-3-88579-614-5
KeywordsGamification; Museum; Virtual World

Authors from the University of Münster

Brockmann, Tobias
Research Group Communication and Collaboration Management (KUK)
Stieglitz, Stefan
Research Group Communication and Collaboration Management (KUK)