SZodixStudyAcademic Library
DashboardShelvesOpen accessMy libraryInboxNotesWriteLearnAlerts
More
Ask your libraryNotificationsQuick citeReview
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
On establishing contact with cultural objects: The role of a location based game in supporting visitors to engage with contemporary art
10 references·1 citing·41 second hop
On establishing contact with cultural objects: The role of a location based game in supporting visitors to engage with contemporary art (2014)On establishing contact with cultural obj…A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)A Review of Mobile Location-b…To Infinity and Beyond: A Critique of the Aesthetic White Cube (2012)To Infinity and Beyond: A Cri…Mobile games in Museums: from learning through game play to learning through game design (2012)Mobile games in Museums: from…Enriching Archaeological Parks with Contextual Sounds and Mobile Technology (2012)Enriching Archaeological Park…The Participatory Museum (2010)The Participatory MuseumMuseum Fatigue: A Critical Review (2009)Museum Fatigue: A Critical Re…“Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum (2009)“Plug: Secrets of the Museum”…"Playing with" museum exhibits (2009)"Playing with" museum exhibitsThe Forms of Capital (2002)The Forms of CapitalThe Painted Word (1975)The Painted WordDeveloping the Museum-Monumental Experience from Linear to Interactive Using Chatbots (2019)Developing the Museum-Monumen…Supporting Museum Co-visits Using Mobile Devices (2004)The Museum Environment: A Complex Community of Objects, People and Devices (2012)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Revisiting the visit: (2002)Effects of mobile gaming patterns on learning outcomes: a literature review (2012)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Predicting Visitor Behavior (1985)An Analysis of Visitor Circulation: Movement Patterns and the General Value Principle (2006)A Blended Mobile Learning Environment for Museum Learning (2014)The Museum Experience (2016)Self-motivated and directed learning across the lifespan (2022)Videoconference Fatigue: A Conceptual Analysis (2022)Mind in Society: The Development of Higher Psychological Processes (1978)RFID enhances visitors' museum experience at the Exploratorium (2005)Using thematic analysis in psychology (2006)Combining composition technologies and EUD to enhance visitors' experience at cultural heritage sites (2013)Mobile game-based learning in secondary education: Students’ immersion, game activities, team performance and learning outcomes (2019)‘I felt I was right there with them’: the impact of sound-enriched audio description on experiencing and remembering artworks, for blind and sighted museum audiences (2023)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)Pervasive Games: Theory and Design (2009)Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation (2010)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)The Geography of Pokémon GO (2017)Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries (2018)Learning in the Museum (2002)Entertaining the similarities and distinctions between serious games and virtual heritage projects (2015)Exploring the use of the Quake Safe House video game to foster disaster and disaster risk reduction awareness in museum visitors (2020)DIGITAL TOOLS IN MUSEUM LEARNING – A LITERATURE REVIEW FROM 2000 TO 2020 (2022)OS MUSEUS COMO ESPAÇOS EDUCATIVOS (2017)Bienais e os giros epistemológicos (2021)Sharing Perspectives: Inviting Playful Curiosity Into Museum Spaces Through a Performative Score (2022)Deconstructing the Lone Genius Myth: Toward a Contextual View of Creativity (1995)The rise and fall of highbrow snobbery as a status marker (1997)A Cultural Field in the Making: Gastronomy in 19th‐Century France (1998)Social Capital, Intellectual Capital, and the Organizational Advantage (1998)Social Capital: Its Origins and Applications in Modern Sociology (1998)Social Capital: Prospects for a New Concept (2002)Museums and the ‘new museology’: theory, practice and organisational change (2013)Equity in informal science education: developing an access and equity framework for science museums and science centres (2014)The Organization of Informal Learning (2016)
this work references cited by second hop

References

  • 2002The Forms of Capital13,914 cited
  • 2010The Participatory Museum900 cited
  • 2020A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces158 cited
  • 2009Museum Fatigue: A Critical Review108 cited
  • 1975The Painted Word99 cited
  • 2009"Playing with" museum exhibits55 cited
  • 2012Enriching Archaeological Parks with Contextual Sounds and Mobile Technology43 cited
  • 2012Mobile games in Museums: from learning through game play to learning through game design22 cited
  • 2009“Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum12 cited
  • 2012To Infinity and Beyond: A Critique of the Aesthetic White Cube10 cited

Cited by

  • 2019Developing the Museum-Monumental Experience from Linear to Interactive Using Chatbots3 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work