The Future for Museum Games
The evolution of museums now has an opportunity to work in parallel with the development of technology and the use of the digital landscape. Institutions are able to rethink their approach and to reshape their engagement with their audience. The museum and gallery is able to provide a unique experience as they combine play and learning, both in their physical space but also in their digital representation that can reach beyond their physical boundaries.
It has been suggested that Museums will be able to present a blended experience that combines the physical space and objects with digital adventures and games, such as the AMNH Micro Rangers blended experience MicroRangers, (2020). Dave Patten from the Science Museum identifies that ideas can work both ways, he says. “We are always looking at games both digital and physical for ideas and inspiration.” (Museumnext, 2019)
Gamification therefore can become a new and vital way for any institution to educate and engage with its audience (Museumnext, 2019).
Whilst wishing to broaden their appeal to new audiences and participants museums need to be clear about the appeal of their games and who they are for. By building multiple layers for different users maybe a way of keeping the appeal of interaction broad, however this has often meant that messages and the users journey has been considerably different, (Räisänen et al., 2014). A study of the intergenerational encounters of video and computer game activities were recorded and analysed. It was interesting that children and adults were conscious of the concept of a digital divide that matched the generational one.
With children and young people putting themselves ahead of older generations in their ability to learn, adapt and master and to control a digital game (Recupero et al, 2018). On the other hand, adult generations considered themselves as less knowledgeable, drawing on a displayed divide as a resource for gaining access to playtime with the children. In these intergenerational encounters, the digital divide was considered a positive interactional resource rather than a problem (Aarsand, 2007). This is where Museums and galleries can take advantage of the interactional aspect of the games that they provide, including every visitor, encouraging intergenerational play and exploration through digital games.
The museum and gallery also are able to extend their reach by putting their games on gaming portals, reaching out beyond their own institutional walls to create a meeting point for fun, learning and connection.
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