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http://dx.doi.org/10.7583/JKGS.2018.18.2.109

A Case Study of Museum Gamification in Korea and abroad  

Son, So-Hee (Dept. of Digital Media, The Catholic University of Korea)
Min, Seo-Yun (Dept. of Digital Media, The Catholic University of Korea)
Lee, Dong-Eun (Dept. of Media Technology Contents, The Catholic University of Korea)
Abstract
Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.
Keywords
gamification; cultural technology; museum education; museum games; serious games;
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