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Writer's pictureJay Killerman

Evaluation/conclusion

Updated: Aug 27, 2020

Evaluation


When comparing my outcomes to existing research and examples of museums use of games, I find that there are other layers possible to display the objects, increasing their technological display and movement within the created environments. As Gamology has a vast potential to capture the Museums and galleries collections however as Marshal(2020) points out that ‘ after the initial urge to collect points fades, consumers can find themselves asking – “what was the point of that?”(Marshal,2020) ‘ Jasper Visser of Museum of the Future found in 2015 that “ Gamification – leaderboards, badges, achievements – doesn’t necessarily create games; it doesn’t necessarily stimulate play.”(Marshal, 2020)

It is important to realise that good games are not mindless, and that a narrative is put forward to give the user context and a sense of place as they travel through the game. What I have created in Museum Safari, with the aid of more complex technology and access to this developmental tool would enable a greater context and storytelling element to be applied. In the future this would engage the user, not necessarily by collecting points, but maybe passport stamps, or a collectors shelf, that allows photos to be taken of the objects that create an album of adventure that can be built up. The creation of ‘Feedback’ through a collection process would enable the viewers and participants to get into a “flow” increasing their engagement with content.

Providing an element of challenge, such as not giving a map to find the objects is successful as it encourages the user to explore the environment to find the objects.

In terms of rules, I chose not to impose any, to give the user greater choice and self determination , as rules would bring back the skeuomorphic Museum environment. By freeing the user away from the don’t touch, walk this way, my users can run, get close up, interact with the environment through free travel.

By committing to games and play and eliminating the distraction of gamification, museums and galleries can stimulate learning with audiences in new and exciting ways. In the words of former Tate Kids Editor Sharna Jackson , “Games have rules, toys don’t, and play is a way of engaging…with an object or a concept…no matter what your collection is.” (Marshal,2020)



Conclusion


Museums and Galleries are able to create an experience that twists together learning and leisure. The unusual or engaging events experienced in a digital experience, designed to engage and connect users with an institution's collection, has the potential to create a positive experience and are therefore more likely to be remembered (Zhang et al., 2018).


The use of digital game technology can be used to attract different users to the museums collections and for them to take away a digital experience that connects them to the Museums displays and collections. Digital technology , it should be noted, can also extend engagement within museums or galleries, allowing new connections and sustained attention from visitors (Simithsonian, 2019, Edmonds et al., 2006).


In order for Museums and galleries to have a lasting and memorable impact on their visitors, the integration of the digital gaming experience can make an impact, not only on extending the experience to a larger group of geographical participants, but in the broader experience that they are able to offer. Visitors to the digital game can take on new experiences, giving them control over their learning and participation, through opportunities to time-travel in their experiences with museums collections.


New encounters can be had with objects as they are immersed into virtual scenarios. Intangible experiences in a game offer the augmentation of visitors' perceptions, with visual and auditory information, changing ideas, offering new knowledge and creating connections. The designing of the games need to be specific to each institution, taking into account the museum or galleries context and their artifacts ecology.


This will enable an extension of the users experience to be based in cultural context, creating greater links between the objects and the museums purpose, increasing access to a greater diversity of visitors.





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