Abstract:GLAM institutions have increasingly incorporated visitor experiences into their space as a way to position themselves in the "experience economy", and approach the ideals of "immersive heritage" and sensory museuology. The ludic turn-i.e. the introduction of play in the GLAM space-has been identified as one of the key turns that assists GLAM institutions to move towards those ideals. However, play, and the appropriation it bring in the space, can be disruptive. Following a research-through-design method, the f… Show more
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