Research Article
BibTex RIS Cite
Year 2021, Volume: 7 Issue: 2, 265 - 276, 27.12.2021
https://doi.org/10.26650/jot.2021.7.2.1017009

Abstract

References

  • Cetin, G. (2020). Experience vs. quality: predicting satisfaction and loyalty in services. The Service Industries Journal, 40(15-16), 1167-1182.
  • Cetin, Ö. (2020). Müzelerde Oyunlaştırma Uygulamaları. Unpublished Master Thesis. Istanbul University, Institute of Social Science.
  • Christians, G. (2018). The Origins and Future of Gamification. Senior Thesis. University of South Carolina.
  • Ciolfi, L., & McLoughlin, M. (2012). Designing for Meaningful Visitor Engagement at a Living History Museum. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense through Design, (pp. 69-78).
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining ‘Gamification’. In Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments, (pp. 9-15).
  • Gamification Guide (2019). http//brandnewgametr.com/Oyunlastırma-Kılavuzu.pdf 18.11.2019
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences, IEEE, (pp.3025-3034).
  • Kim, B. (2015). Gamification. Library Technology Reports, 51(2), 10-18.
  • Landers, R.N., Auer, E.M., Collmus, A.B. & Amstrong, M.B. (2018). Gamification Science, its History and Future: Definitions and a Research Agenda. Simulation and Gaming, 49 (3), 315-337.
  • Liu, S., & Idris, M. Z. (2018). Constructing a Framework of User Experience for Museum Based on Gamification and Service Design. In MATEC Web of Conferences, EDP Science, 176, 04007.
  • Marczewski, A. (2013). What’s the difference between Gamification and Serious Games. Andrzej's Blog.
  • Pine, J.B., & Gilmore, J.H. (1998). Welcome to the Experience Economy. Harvard Business Review, 76, 97-105.
  • Roccetti, M., Marfia, G., Varni, A., & Zanichelli, M. (2013). How to Outreach the External World from a Museum: The Case of the Marsili’s Spirit App. In International Conference on Arts and Technology, (pp. 25-32). Springer, Berlin, Heidelberg.
  • Rodriguez, H. (2006).The Playful and the Serious: An Approximation to Huzinga’s Homo Ludens. Game Studies, 6 (1).
  • Ryan, R., & Deci, E.L.(2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67.
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
  • Simpson, P., & Jenkins, H. (2015). Gamification and Human Resources: an Overview, Brighton: Brighton Business School.
  • Squire, K. & Jenkins, H. (2003). Harnessing the Power of Games in Education. Insight, 3(1), 5-33.
  • VomLehn, D., & Heath, C. (2003).Displacing the Object: Mobile Technologies and Interpretive Resources. Archives & Museum Informatics, 2.
  • Walker, K., & Froes, I. (2011). Exploring the Roles of Technology and Social Play in Art Museums. Ed. by, K. Beale, Museums at Play: Games, Interaction and Learning, (pp. 486-499).

Gamification Practices in Museums

Year 2021, Volume: 7 Issue: 2, 265 - 276, 27.12.2021
https://doi.org/10.26650/jot.2021.7.2.1017009

Abstract

Museums as cultural institutions serve a large number of audiences. To communicate effectively with their visitors and attract new audiences, museums have to develop new methods and tools. The competition from other alternative leisure time activities makes it increasingly harder for museums to attract visitors. “Gamification” is an effective method for museums to interact with their visitors. Gamification tools have already been implemented successfully in education, health, self-improvement, and other areas. There are various studies on the utilization of gamification in marketing, business, and communication as well. Yet studies on the gamification of museum experiences are scant. The purpose of this study is to close this gap, identify possible gamification methods in museums, and explore the impact of gamification on the visitor experience. In order to do so, interviews were conducted with eight museum professionals. Results indicate that gamification is an engaging tool for a meaningful museum experience for visitors. In addition to the benefits of gamification, some difficulties and challenges were also explored.

References

  • Cetin, G. (2020). Experience vs. quality: predicting satisfaction and loyalty in services. The Service Industries Journal, 40(15-16), 1167-1182.
  • Cetin, Ö. (2020). Müzelerde Oyunlaştırma Uygulamaları. Unpublished Master Thesis. Istanbul University, Institute of Social Science.
  • Christians, G. (2018). The Origins and Future of Gamification. Senior Thesis. University of South Carolina.
  • Ciolfi, L., & McLoughlin, M. (2012). Designing for Meaningful Visitor Engagement at a Living History Museum. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense through Design, (pp. 69-78).
  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining ‘Gamification’. In Proceedings of the 15th International Academic Mind Trek Conference: Envisioning Future Media Environments, (pp. 9-15).
  • Gamification Guide (2019). http//brandnewgametr.com/Oyunlastırma-Kılavuzu.pdf 18.11.2019
  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? - A Literature Review of Empirical Studies on Gamification. 47th Hawaii International Conference on System Sciences, IEEE, (pp.3025-3034).
  • Kim, B. (2015). Gamification. Library Technology Reports, 51(2), 10-18.
  • Landers, R.N., Auer, E.M., Collmus, A.B. & Amstrong, M.B. (2018). Gamification Science, its History and Future: Definitions and a Research Agenda. Simulation and Gaming, 49 (3), 315-337.
  • Liu, S., & Idris, M. Z. (2018). Constructing a Framework of User Experience for Museum Based on Gamification and Service Design. In MATEC Web of Conferences, EDP Science, 176, 04007.
  • Marczewski, A. (2013). What’s the difference between Gamification and Serious Games. Andrzej's Blog.
  • Pine, J.B., & Gilmore, J.H. (1998). Welcome to the Experience Economy. Harvard Business Review, 76, 97-105.
  • Roccetti, M., Marfia, G., Varni, A., & Zanichelli, M. (2013). How to Outreach the External World from a Museum: The Case of the Marsili’s Spirit App. In International Conference on Arts and Technology, (pp. 25-32). Springer, Berlin, Heidelberg.
  • Rodriguez, H. (2006).The Playful and the Serious: An Approximation to Huzinga’s Homo Ludens. Game Studies, 6 (1).
  • Ryan, R., & Deci, E.L.(2000). Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. Contemporary Educational Psychology, 25(1), 54-67.
  • Sailer, M., Hense, J. U., Mayr, S. K., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380.
  • Simpson, P., & Jenkins, H. (2015). Gamification and Human Resources: an Overview, Brighton: Brighton Business School.
  • Squire, K. & Jenkins, H. (2003). Harnessing the Power of Games in Education. Insight, 3(1), 5-33.
  • VomLehn, D., & Heath, C. (2003).Displacing the Object: Mobile Technologies and Interpretive Resources. Archives & Museum Informatics, 2.
  • Walker, K., & Froes, I. (2011). Exploring the Roles of Technology and Social Play in Art Museums. Ed. by, K. Beale, Museums at Play: Games, Interaction and Learning, (pp. 486-499).
There are 20 citations in total.

Details

Primary Language English
Journal Section Articles
Authors

Özgül Çetin 0000-0001-7007-1267

Fethiye Erbay 0000-0002-6988-5367

Publication Date December 27, 2021
Submission Date November 3, 2021
Published in Issue Year 2021 Volume: 7 Issue: 2

Cite

APA Çetin, Ö., & Erbay, F. (2021). Gamification Practices in Museums. Journal of Tourismology, 7(2), 265-276. https://doi.org/10.26650/jot.2021.7.2.1017009
AMA Çetin Ö, Erbay F. Gamification Practices in Museums. Journal of Tourismology. December 2021;7(2):265-276. doi:10.26650/jot.2021.7.2.1017009
Chicago Çetin, Özgül, and Fethiye Erbay. “Gamification Practices in Museums”. Journal of Tourismology 7, no. 2 (December 2021): 265-76. https://doi.org/10.26650/jot.2021.7.2.1017009.
EndNote Çetin Ö, Erbay F (December 1, 2021) Gamification Practices in Museums. Journal of Tourismology 7 2 265–276.
IEEE Ö. Çetin and F. Erbay, “Gamification Practices in Museums”, Journal of Tourismology, vol. 7, no. 2, pp. 265–276, 2021, doi: 10.26650/jot.2021.7.2.1017009.
ISNAD Çetin, Özgül - Erbay, Fethiye. “Gamification Practices in Museums”. Journal of Tourismology 7/2 (December 2021), 265-276. https://doi.org/10.26650/jot.2021.7.2.1017009.
JAMA Çetin Ö, Erbay F. Gamification Practices in Museums. Journal of Tourismology. 2021;7:265–276.
MLA Çetin, Özgül and Fethiye Erbay. “Gamification Practices in Museums”. Journal of Tourismology, vol. 7, no. 2, 2021, pp. 265-76, doi:10.26650/jot.2021.7.2.1017009.
Vancouver Çetin Ö, Erbay F. Gamification Practices in Museums. Journal of Tourismology. 2021;7(2):265-76.