Logo des Repositoriums
 
Konferenzbeitrag

Use cases for gamification in virtual museums

Vorschaubild nicht verfügbar

Volltext URI

Dokumententyp

Text/Conference Paper

Zusatzinformation

Datum

2013

Zeitschriftentitel

ISSN der Zeitschrift

Bandtitel

Verlag

Gesellschaft für Informatik e.V.

Zusammenfassung

Museums face the problem of decreasing number of visitors. One way to solve this problem is to attract new target groups such as young people. Therefore, some museums started to develop online museums where they digitally present their exhibition artifacts 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. In this article the authors develop gamification approaches for a virtual museum guide based on different use cases.

Beschreibung

Döpker, Andreas; Brockmann, Tobias; Stieglitz, Stefan (2013): Use cases for gamification in virtual museums. INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt. Bonn: Gesellschaft für Informatik e.V.. PISSN: 1617-5468. ISBN: 978-3-88579-614-5. pp. 2308-2320. Regular Research Papers. Koblenz. 16.-20. September 2013

Schlagwörter

Zitierform

DOI

Tags