SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
RheijnLand.Xperiences – A Storytelling Framework for Cross-Museum Experiences
5 references·4 citing·38 second hop
RheijnLand.Xperiences – A Storytelling Framework for Cross-Museum Experiences (2017)RheijnLand.Xperiences – A Storytelling Fr…Cultivating Mobile-Mediated Social Interaction in the Museum: Towards Group-Based Digital Storytelling Experiences (2016)Cultivating Mobile-Mediated S…Experiments with Mobile Drama in an Instrumented Museum for Inducing Conversation in Small Groups (2014)Experiments with Mobile Drama…An integrative framework for extending the boundaries of the museum visit experience: linking the pre, during and post visit phases (2014)An integrative framework for …Storytelling on mobile devices for cultural heritage (2012)Storytelling on mobile device…Social Influence: Compliance and Conformity (2004)Social Influence: Compliance …Innovation, Technology and User Experience in Museums: Insights from Scientific Literature (2020)Innovation, Technology and Us…Interactive Narrative Design for Geographically Dispersed Points of Interest (2019)Interactive Narrative Design …A Storytelling Smart-City Approach to Further Cross-Regional Tourism (2019)A Storytelling Smart-City App…A Top-Down Narrative Design Approach for Networked Cultural Institutions (2018)A Top-Down Narrative Design A…A simplest systematics for the organization of turn-taking for conversation (1974)A simplest systematics for the organization of turn-taking for conversation (1974)Narrative Comprehension and Film (2013)Digital Storytelling and Social Interaction in Cultural Heritage - An Approach for Sites with Reduced Connectivity (2021)Tangible and Personalized DS Application Approach in Cultural Heritage: The CHATS Project (2022)Participatory Exhibition-Viewing Using Augmented Reality and Analysis of Visitor Behavior (2024)Identity and the museum visitor experience (2010)A study of experience expectations of museum visitors (2011)Identity and the Museum Visitor Experience (2016)The experience co-creation in smart tourism destinations: a multiple case analysis of European destinations (2016)Digital Technology in a Smart Tourist Destination: The Case of Porto (2018)Perspectives on Digital Humanism (2021)Morphology of the folktale (1958)Attention, intentions, and the structure of discourse (1986)The Narrative Construction of Reality (1991)Integrating a Location-Based Mobile Game in the Museum Visit (2015)Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)A study of normative and informational social influences upon individual judgment. (1955)The Norm of Reciprocity: A Preliminary Statement (1960)Self-Perception Theory (1972)Psychological Perspectives on Legitimacy and Legitimation (2005)Marketing through Instagram influencers: the impact of number of followers and product divergence on brand attitude (2017)Using social and behavioural science to support COVID-19 pandemic response (2020)Fundamentals of game design (2010)Building Imaginary Worlds: The Theory and History of Subcreation (2012)Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (2015)Designing Interactive Technologies for Interpretive Exhibitions: Enabling Teen Participation Through User-Driven Innovation (2017)Flow, Staging, Wayfinding, Personalization: Evaluating User Experience with Mobile Museum Narratives (2018)Interactivity, Game Creation, Design, Learning, and Innovation (2019)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Innovation: A Guide to the Literature (2009)Software survey: VOSviewer, a computer program for bibliometric mapping (2009)Not just seeing, but also feeling art: Mid-air haptic experiences integrated in a multisensory art exhibition (2017)A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond (2023)Analysis of Croatian public museums’ digital initiatives amid COVID-19 and recommendations for museum management and governance (2023)Engaging visitors of archaeological sites through ‘emotive’ storytelling experiences: a pilot at the Ancient Agora of Athens (2017)Bringing a peripheral, traditional venue to the digital era with targeted narratives (2019)Designing Performative, Gamified Cultural Experiences for Groups (2019)
this work references cited by second hop

References

  • 2004Social Influence: Compliance and Conformity6,052 cited
  • 2012Storytelling on mobile devices for cultural heritage134 cited
  • 2014An integrative framework for extending the boundaries of the museum visit experience: linking the pre, during and post visit phases106 cited
  • 2014Experiments with Mobile Drama in an Instrumented Museum for Inducing Conversation in Small Groups28 cited
  • 2016Cultivating Mobile-Mediated Social Interaction in the Museum: Towards Group-Based Digital Storytelling Experiences22 cited

Cited by

  • 2020Innovation, Technology and User Experience in Museums: Insights from Scientific Literature7 cited
  • 2019A Storytelling Smart-City Approach to Further Cross-Regional Tourism5 cited
  • 2019Interactive Narrative Design for Geographically Dispersed Points of Interest4 cited
  • 2018A Top-Down Narrative Design Approach for Networked Cultural Institutions2 cited

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