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Fostering Playful Behaviour At Museums Using Mobile Apps

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Abstract

Museums are being affected by the proliferation of mobile technologies equipped with Internet access and location media. Although 80% of visitors own a smartphone only a small number of exhibitions are taking advantage of this situation by engaging visitors with apps designed and conceived for a digital and physical exhibition experience. So far most of mobile apps for museums exhibitions have been designed for giving to the visitor additional information of physical objects, increasing the amount of data and information that the visitor already has, but without taking benefit of all its possibilities. We have identified a few projects that break with this design tradition setting the focus at the interception of play and content, visitor roles and storytelling. A lack of academic literature to analyse and design this kind of experiences was also noticed. The design of apps for museums exhibitions offers a great opportunity to create new relations among museum discourse, visitors, space, and cultural content. Heritage institutions can offer new approaches to cultural experience by expanding the reception of cultural heritage with digital mobile technologies, creating new patterns of cross-media consumption. Although the strategy of using participatory engagement for learning has been a major topic for museums and cultural dissemination (Simon 2010), a recent research trend (Deterding 2011, Nicholson 2012) defines video game elements as a good strategy for learning in non-game context. The goal of our framework is to offer a first review of the gamification concepts applied to museums context and mobility, expanding and confront it with other theories. Our frame elements may be useful to analyse and design playful interactive experiences as strategy for offering engaging experiences in museums. Exhibition's apps based on storytelling, play, cooperation and creativity.
FOSTERING PLAYFUL BEHAVIOUR
AT MUSEUMS USING MOBILE APPS
Sora, Carles* · Ribas, J. Ignasi · Freixa, Pere · Soler-adillon, Joan
TOWARDS A NEW ANALYTICAL FRAMEWORK FOR
ENGAGING MUSEUM EXPERIENCES USING APPS
A SUMMARY OF RELEVANT PLAYFUL FRAMEWORKS FROM DIFFERENT FIELDS
SEARCHING FOR COMMON APPROACHES AND SHARED INTERSUBJECTIVITY ELEMENTS
FUTURE WORK
1. ADD DIFFERENT PERSPECTIVES TO THE FRAMEWORK TAKING ADVANTAGE
OF MOBILE CAPABILITIES FOR MUSEUM’S CONTEXT
2. TEST OUR ANALYTICAL FRAMEWORK WITH SEVERAL APPS FOR MUSEUMS
WITH QUANTITATIVE AND QUALITATIVE METHODOLOGIES
Deterding, 2011
* carles.sora@upf.edu
www.gci.upf.edu
GAMIFICATION ELEMENTS IN MUSEUM APPS
Tate Trumps, 2010-12
Tate Modern
Crononautas, 2014
Thyssen Museum
Museum Explorer, 2013
National Museum of Scotland
COSTELLO
2012
CSIKSZENT
MIHALYI
1997
HUNICKE,
LEBLANC,
ZUBEK
2001-04
CAILLOIS
1961
DETERDING
2012
WERBACK
2012
MURRAY
1997
SORA et al.
2014
(summary)
CURIOSITY
Discovery
Exploration
Discovery
Submission
Curiosity
Discovery
Journey
Experimentation
play
FELLOWSHIP
Camaraderie
Sympathy
Friendship Fellowship Relationship
Cooperation
Collaborative
play
EMOTIONAL
EXPERIENCE
Sensation
Captivation
Danger
Relaxation
Concentration Sensations EmotionsVertigo
CREATION
Creation
Creative Expression
STORYTELLING
Fantasy
The sense
of time
is altered
Fantasy
Narrative Fantasy Narrative
Role-playing
(Mimicry)
Immersion
Suspension
of disbelief
Fantasy
Role Playing
GAME
DESIGN
PRINCIPLES
Diiculty
Simulation
Subversion
Problem solving
Feedback
Rewarding
Enduring play
Time
constraints
Variety of
game styles
Turns
Constraints
Progression
Win stages
Turns
Rewards
Feedback
Transformation
CHALLENGE
CompetitionCompetition ChallengeCompetition Challenge Challenges
Competition
RANDOMNESS
Risk & ChangeChance Changes
AGENCYControl SimulationAgencyManipulate
SUMMARY OF FRAMEWORKS ELEMENTS
GRENIER
2010
WHAT ARE MUSEUM’S
MAIN OBJETIVES?
1st MOST POPULAR INSTITUTIONAL OBJECTIVES FOR
A MOBILE EXPERIENCE: 2011–2013.
UNDERSTANDING THE MOBILE V&A VISITOR REPORT 2013
NEW AUDIENCES
SMARTPHONE OWNER GROWTH
2010 = 30%
2012 = 71%
MOBILE APP ANALYTICS OF TATE MODERN 2013
MAGIC TATE BALL APP
40% OF TOTAL APPS DOWNLOADED
UNDERSTANDING THE MOBILE V&A VISITOR: AUTUMN 2012
WHAT KIND OF TECHNOLOGY
ARE MUSEUMS OFFERING?
AMERICAN ASSOCIATION OF MUSEUMS 2014
Museum audio-only
tour device
Cell phone
audio tours
Smatphone applications
Nothing
HOW PEOPLE SPEND THEIR
TIME WITH MOBILES?
NIELSEN: THE DIGITAL US CONSUMER FEBRUARY 2014
86% WITH APPS
14% ON WEB
MONTHLY MOBILE TIME SPENT
US: 34H:21MIN
UK: 41H:42MIN
68% LEISURE AND SOCIAL
(32% GAMING)
USING MOBILE WHILE WATCHING TV
49%
“GAMIFICATION IS FOCUSED ON ADDING GAME DESIGN ELEMENTS IN NON-GAME CONTEXT”
“MEANINGFUL GAMIFICATION IN AN INFORMATION-BASED SPACE CAN PROVIDE STIMULUS
FOR BOTH THE INTELLECTUAL SIDE AND THE EMOTIONAL SIDE OF A PARTICIPANT.”
gamification
interactive and game designpsychology and learning
Nicholson, 2012
CURRENT FACTS
Universitat Pompeu Fabra · Barcelona
This work is part of the project Active Audiences and
Journalism. Interactivity, Web Integration and Findability
of Journalistic Information. CSO2012-39518-C04-02. Na-
tional Plan for R+D+i, Spanish Ministry of Economy and
Competitiveness.
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