Use cases for gamification in virtual museums
dc.contributor.author | Döpker, Andreas | |
dc.contributor.author | Brockmann, Tobias | |
dc.contributor.author | Stieglitz, Stefan | |
dc.contributor.editor | Horbach, Matthias | |
dc.date.accessioned | 2019-03-07T09:31:48Z | |
dc.date.available | 2019-03-07T09:31:48Z | |
dc.date.issued | 2013 | |
dc.description.abstract | 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. | en |
dc.identifier.isbn | 978-3-88579-614-5 | |
dc.identifier.pissn | 1617-5468 | |
dc.identifier.uri | https://dl.gi.de/handle/20.500.12116/20659 | |
dc.language.iso | en | |
dc.publisher | Gesellschaft für Informatik e.V. | |
dc.relation.ispartof | INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt | |
dc.relation.ispartofseries | Lecture Notes in Informatics (LNI) - Proceedings, Volume P-220 | |
dc.title | Use cases for gamification in virtual museums | en |
dc.type | Text/Conference Paper | |
gi.citation.endPage | 2320 | |
gi.citation.publisherPlace | Bonn | |
gi.citation.startPage | 2308 | |
gi.conference.date | 16.-20. September 2013 | |
gi.conference.location | Koblenz | |
gi.conference.sessiontitle | Regular Research Papers |
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