In recent years, advancements in information technology and the growing need for cultural inquiry have gradually driven the emergence of gamification as a prominent trend in exhibition design. The novelty and innovation of gamification can attract new audiences to exhibitions. Its interactivity and reward mechanism can enhance the visitors’ exhibition experience. Although some scholars have already conducted reviews on gamified cultural heritage, and museum gamification, the relevant content and details of gamified exhibitions also lack more systematic, in-depth, and comprehensive summaries. Therefore, this paper aims to provide an all-round review of gamified exhibitions from multiple dimensions, including application domains and scenarios, assessment methods and technologies, presentation formats, gamified content, assessment methods, and future development. Application domains and scenarios, e.g. cultural heritage, museums, education, archaeology. Gamification methods and technologies, e.g. Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Interaction Design, Mobile Applications/Devices, 3D Modelling, Interactive Narratives, Mini-Games/Complex Games, QR Codes/NFC, and Personalised Experiences. Presentation formats, e.g.: Virtual/Realistic exhibitions, temporary/permanent exhibitions, laboratory projects, additional/original games. Assessment methods, e.g.: questionnaires, interviews, observations, Short Flow State Scale, Think aloud method. This study clarifies the framework of gamification design in exhibitions and analyses in detail the elements included in gamification exhibition design from an overview perspective. The findings offer valuable references for the design and development of gamified exhibitions while highlighting the potential of gamification in shaping future exhibition practices.

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Design, Technology, and Applications of Gamified Exhibitions: A Review

  • Yanting Liao,
  • Guo Jin

摘要

In recent years, advancements in information technology and the growing need for cultural inquiry have gradually driven the emergence of gamification as a prominent trend in exhibition design. The novelty and innovation of gamification can attract new audiences to exhibitions. Its interactivity and reward mechanism can enhance the visitors’ exhibition experience. Although some scholars have already conducted reviews on gamified cultural heritage, and museum gamification, the relevant content and details of gamified exhibitions also lack more systematic, in-depth, and comprehensive summaries. Therefore, this paper aims to provide an all-round review of gamified exhibitions from multiple dimensions, including application domains and scenarios, assessment methods and technologies, presentation formats, gamified content, assessment methods, and future development. Application domains and scenarios, e.g. cultural heritage, museums, education, archaeology. Gamification methods and technologies, e.g. Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), Interaction Design, Mobile Applications/Devices, 3D Modelling, Interactive Narratives, Mini-Games/Complex Games, QR Codes/NFC, and Personalised Experiences. Presentation formats, e.g.: Virtual/Realistic exhibitions, temporary/permanent exhibitions, laboratory projects, additional/original games. Assessment methods, e.g.: questionnaires, interviews, observations, Short Flow State Scale, Think aloud method. This study clarifies the framework of gamification design in exhibitions and analyses in detail the elements included in gamification exhibition design from an overview perspective. The findings offer valuable references for the design and development of gamified exhibitions while highlighting the potential of gamification in shaping future exhibition practices.