TY - GEN
T1 - Creation of a game-based digital layer for increased museum engagement among digital natives
AU - Doran, Katelyn
AU - Boyce, Acey
AU - Hicks, Andrew
AU - Payton, Jamie
AU - Barnes, Tiffany
PY - 2012
Y1 - 2012
N2 - The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21 st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software solution to help them better engage their audience. Our project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. We have created two systems to be implemented in the museum, one to appeal to traditional visitors and one to better engage large groups of students. In the future, these two systems will be tied to an online meta-game to complete our digital layer by bringing the enhanced museum experience home for visitors.
AB - The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21 st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software solution to help them better engage their audience. Our project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. We have created two systems to be implemented in the museum, one to appeal to traditional visitors and one to better engage large groups of students. In the future, these two systems will be tied to an online meta-game to complete our digital layer by bringing the enhanced museum experience home for visitors.
KW - computer uses in education
KW - design
KW - interactive environments
KW - reusable software
UR - https://www.scopus.com/pages/publications/84864344196
UR - https://www.scopus.com/pages/publications/84864344196#tab=citedBy
U2 - 10.1109/GAS.2012.6225924
DO - 10.1109/GAS.2012.6225924
M3 - Conference contribution
AN - SCOPUS:84864344196
SN - 9781467317689
T3 - 2012 2nd International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques, GAS 2012 - Proceedings
SP - 31
EP - 34
BT - 2012 2nd International Workshop on Games and Software Engineering
T2 - 2012 2nd International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques, GAS 2012
Y2 - 9 June 2012 through 9 June 2012
ER -