2013
DOI: 10.1145/2460376.2460379
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MuseUs

Abstract: This article describes a case study on MuseUs, a pervasive serious game for use in museums, running as a smartphone app. During the museum visit, players are invited to create their own exposition and are guided by the application in doing so. The aim is to provide a learning effect during a visit to a museum exhibition. Central to the MuseUs experience is that it does not necessitate a predefined path trough the museum and that it does not draw the attention away from the exposition itself. Also, the applicat… Show more

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Cited by 77 publications
(12 citation statements)
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“…Consequently, there has been an upsurge of interest in geolocated games for cultural heritage, although these are more likely to be based indoors. For example, within museums, the use of game environments are a playful tool for narrative storytelling [59] or for personal exhibition creation [18] and memory making [16]. Outdoor geolocated games foster context-aware learning [47,61] and knowledge acquisition about historical sites [5] and events [38].…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…Consequently, there has been an upsurge of interest in geolocated games for cultural heritage, although these are more likely to be based indoors. For example, within museums, the use of game environments are a playful tool for narrative storytelling [59] or for personal exhibition creation [18] and memory making [16]. Outdoor geolocated games foster context-aware learning [47,61] and knowledge acquisition about historical sites [5] and events [38].…”
Section: Related Work 21 Location-based Games Cultural Heritage Anmentioning
confidence: 99%
“…Considering that many CH designers follow co-design approaches [55,56], they would welcome the integration of collaborative tools within the environment of DeCACHe. Such integration would help people who work with others on the same design project to implement various interactions over the team through a single environment.…”
Section: Affordances and Metaphors The Terms And Metaphors Used By Amentioning
confidence: 99%
“…This analysis is indebted to the well-established body of research examining how visitors interpret exhibits and cultural heritage objects (Hooper-Greenhill 2000;Falk and Dierking 2013). It also emerges from literature examining how digital practices support visitor interpretations (Coenen, Mostmans, and Naessens 2013) and the sharing of responses to cultural heritage, for example through social media:…”
Section: Articulating Engagement With Cultural Heritagementioning
confidence: 99%