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Use cases for gamification in virtual museums

dc.contributor.authorDöpker, Andreas
dc.contributor.authorBrockmann, Tobias
dc.contributor.authorStieglitz, Stefan
dc.contributor.editorHorbach, Matthias
dc.date.accessioned2019-03-07T09:31:48Z
dc.date.available2019-03-07T09:31:48Z
dc.date.issued2013
dc.description.abstractMuseums 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.isbn978-3-88579-614-5
dc.identifier.pissn1617-5468
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/20659
dc.language.isoen
dc.publisherGesellschaft für Informatik e.V.
dc.relation.ispartofINFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt
dc.relation.ispartofseriesLecture Notes in Informatics (LNI) - Proceedings, Volume P-220
dc.titleUse cases for gamification in virtual museumsen
dc.typeText/Conference Paper
gi.citation.endPage2320
gi.citation.publisherPlaceBonn
gi.citation.startPage2308
gi.conference.date16.-20. September 2013
gi.conference.locationKoblenz
gi.conference.sessiontitleRegular Research Papers

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