2020
DOI: 10.1007/978-3-030-53294-9_31
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Our Museum Game

Abstract: The 'Our Museum' board game (referred to as 'the game' throughout this paper) is a dialogical tool for museum professionals, researchers, exhibition designers and developers. The game is designed and developed through a coordinated effort between museum professionals and researchers. The work presented here will detail the conception of the game and establish parts of the theoretical background for the game design, offset by two iterations that are based on insights from two separate playtests. These insights … Show more

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Cited by 5 publications
(7 citation statements)
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“…Games as drivers for innovation is not limited to the previous examples. Patricio [2], presents a study on the game IdeaChef as an approach to address innovation challenges; or Madsen and Krishnasamy [13], who present a game as a dialogue tool for designing museum experiences. Lastly, Thomsen, Sort, and Kristiansen [14] have developed a set of booster cards as an inspirational and ideate tool to innovate business model configurations.…”
Section: Figmentioning
confidence: 99%
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“…Games as drivers for innovation is not limited to the previous examples. Patricio [2], presents a study on the game IdeaChef as an approach to address innovation challenges; or Madsen and Krishnasamy [13], who present a game as a dialogue tool for designing museum experiences. Lastly, Thomsen, Sort, and Kristiansen [14] have developed a set of booster cards as an inspirational and ideate tool to innovate business model configurations.…”
Section: Figmentioning
confidence: 99%
“…By looking at already existing games for innovation development processes, it is possible to place them in the matrix by looking at their purpose, the game mechanics they used, and the level of facilitation that was required. To do this, we have chosen three gamified approaches that have been documented academically [4,13,14] and can be used to visualize three different placements in the matrix to exemplify that workshop games vary between the parameters. Lastly, a use case that illustrates how the matrix is used for deciding on the level of gamification is presented.…”
Section: Game Casesmentioning
confidence: 99%
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