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Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model

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2016

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Gesellschaft für Informatik e.V.

Zusammenfassung

Gamification in the context of interactive exhibitions has enormous potential to attract visitors and improve their engagement, flow, and learning. This paper describes a case study in which we use game-design elements for an interactive and collaborative exploration of a virtual exhibition. The goal is to collaboratively explore the possibilities of a multiplayer game using different user interfaces and input devices in the same environment. The case study was conducted using a virtual 3D model of the “Hammaburg”, which is a medieval castle of the 9th century. The idea of the multiplayer exhibition consists of a two-player game. One player is using a touch-table or other touch input devices, whereas the other player is using an immersive head-mounted display (HMD), combined with a game controller to navigate through the virtual environment (VE). Both players can interactively explore the VE while playing a mini-game together. We performed a user study to evaluate the game concepts. The results suggest that communication between the players—both spoken and technologically supported—is a challenging task, and seems especially difficult for the HMD player. Furthermore, this paper proposes a more specific exploration of other possible settings focusing on the communication of the players.

Beschreibung

Haesler, Steffen; Obernesser, Karen; Raupp, Tino; Jahnke, Christoph; Stapf, Jonathan; Bräker, Julia; Lubos, Paul; Bruder, Gerd; Steinicke, Frank (2016): Edutainment & Engagement at Exhibitions: A Case Study of Gamification in the Historic Hammaburg Model. Mensch und Computer 2016 - Tagungsband. DOI: 10.18420/muc2016-mci-0143. Aachen: Gesellschaft für Informatik e.V.. Gamification und Smart Homes. Aachen. 4.-7. September 2016

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