Use cases for gamification in virtual museums
Zusammenfassung
Museums face the problem of decreasing number of visitors. One way to solve this problem is to attract new target groups such as young people. Therefore, some museums started to develop online museums where they digitally present their exhibition artifacts to a larger audience. One way to reach this goal are virtual environments. But how can potential visitors be motivated to visit the museum continuously and how can knowledge of the artwork be transferred? Gamification is one approach that could solve both problems. In this article the authors develop gamification approaches for a virtual museum guide based on different use cases.
- Vollständige Referenz
- BibTeX
Döpker, A., Brockmann, T. & Stieglitz, S.,
(2013).
Use cases for gamification in virtual museums.
In:
Horbach, M.
(Hrsg.),
INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt.
Bonn:
Gesellschaft für Informatik e.V..
(S. 2308-2320).
@inproceedings{mci/Döpker2013,
author = {Döpker, Andreas AND Brockmann, Tobias AND Stieglitz, Stefan},
title = {Use cases for gamification in virtual museums},
booktitle = {INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt},
year = {2013},
editor = {Horbach, Matthias} ,
pages = { 2308-2320 },
publisher = {Gesellschaft für Informatik e.V.},
address = {Bonn}
}
author = {Döpker, Andreas AND Brockmann, Tobias AND Stieglitz, Stefan},
title = {Use cases for gamification in virtual museums},
booktitle = {INFORMATIK 2013 – Informatik angepasst an Mensch, Organisation und Umwelt},
year = {2013},
editor = {Horbach, Matthias} ,
pages = { 2308-2320 },
publisher = {Gesellschaft für Informatik e.V.},
address = {Bonn}
}
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Mehr Information
ISBN: 978-3-88579-614-5
ISSN: 1617-5468
Datum: 2013
Sprache:
(en)
(en)
Typ: Text/Conference Paper

