To fulfil their mission, museums strive to ensure a balance between the inclusive fruition of collections and preservation. In this sense, as part of their non-formal educational functions, some try to develop multimedia resources to explore content, engage, and promote knowledge. This paper is based on a gamified mobile application developed for a museum in Portugal, targeting young people between 8 and 12 years old, focusing on the evaluation phase of the experience’s impact. To this end, the Method for Assessing eXperience (MAX) was adopted. MAX is presented, and introduced changes are shared, in order to simplify its application. Using MAX’s simplified version, four sessions were established with a target group of 44 young museum visitors. Results show an overall satisfaction towards the gamified mobile application. It is possible to understand that 68% of the 44 young people considered the application very useful and 57% expressed the desire to use it again in the near future. Regarding emotions during the experience, a mere 2% reported confusion, while an overwhelming 98% showcased positive reactions. This study concludes that the application may have contributed positively to raising awareness for the preservation of cultural heritage and this assessment has enabled the overall improvement of the prototype. It is believed that the provided fun involvement might help to develop further knowledge regarding museum practices, supporting and enhancing info-communicational flows.

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A Museum-Gamified Mobile Application Oriented Towards Cultural Heritage Preservation: Assessing User Experience

  • Bárbara Andrez,
  • Paula Menino Homem,
  • Maria Manuela Pinto

摘要

To fulfil their mission, museums strive to ensure a balance between the inclusive fruition of collections and preservation. In this sense, as part of their non-formal educational functions, some try to develop multimedia resources to explore content, engage, and promote knowledge. This paper is based on a gamified mobile application developed for a museum in Portugal, targeting young people between 8 and 12 years old, focusing on the evaluation phase of the experience’s impact. To this end, the Method for Assessing eXperience (MAX) was adopted. MAX is presented, and introduced changes are shared, in order to simplify its application. Using MAX’s simplified version, four sessions were established with a target group of 44 young museum visitors. Results show an overall satisfaction towards the gamified mobile application. It is possible to understand that 68% of the 44 young people considered the application very useful and 57% expressed the desire to use it again in the near future. Regarding emotions during the experience, a mere 2% reported confusion, while an overwhelming 98% showcased positive reactions. This study concludes that the application may have contributed positively to raising awareness for the preservation of cultural heritage and this assessment has enabled the overall improvement of the prototype. It is believed that the provided fun involvement might help to develop further knowledge regarding museum practices, supporting and enhancing info-communicational flows.