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Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies
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Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies (2020)Designing for Play and Appropriation in M…Museum as a Sensory Space: A Discussion of Communication Effect of Multi-Senses in Taizhou Museum (2020)Museum as a Sensory Space: A …The Routledge Handbook of Museums, Media and Communication (2018)The Routledge Handbook of Mus…Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies (2018)Future Museum Experience Desi…'Immersive' heritage encounters (2018)'Immersive' heritage encounte…Introduction to Sensory Museology (2014)Introduction to Sensory Museo…Multi-sensory approaches to (audio) describing the visual arts (2012)Multi-sensory approaches to (…Museums at play : games, interaction and learning (2011)Museums at play : games, inte…The Participatory Museum (2010)The Participatory MuseumThe Ambiguity of Play (2009)The Ambiguity of PlayHomo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Adding Audio Description: Does it Make a Difference? (2001)Intersensorial translation: visual art made up by words (2007)Enriched Audio Description: Working Towards an Inclusive Museum Experience (2017)Museum audio description: the problem of textual fidelity (2018)The Accessible Museum: Towards an Understanding of International Audio Description Practices in Museums (2020)The Birth of the Museum: History, Theory, Politics (1996)Destination culture: tourism, museums, and heritage (1999)Sensible Objects : Colonialism, Museums and Material Culture (2006)Vibrancy, repetition and movement: posthuman theories for reconceptualising young children in museums (2017)What everybody knows: embodied information in serious leisure (2017)Multisensory museum experience: an integrative view and future research directions (2024)Creating the Visitor-Centered Museum (2016)Identity and the Museum Visitor Experience (2016)Designing sensory museum experiences for visitors’ emotional responses (2021)Discovering the determinants of museum visitors’ immersion into experience: the impact of interactivity, expectations, and skepticism (2021)The strategic governance of the digital accounting environment: insights from virtual museums (2021)Embodiment as a Paradigm for Anthropology (1990)Doing Sensory Ethnography (2009)Creating positive memory in staged experiences through sensory tools (2021)The Perception of the Environment: Essays on Livelihood, Dwelling and Skill (2021)Enhanced Inclusion through Advanced Immersion in Cultural Heritage: A Holistic Framework in Virtual Museology (2024)Evaluating visitors’ experience in museum: Comparing artificial intelligence and multi-partitioned analysis (2024)Sport-Specific Practice and the Development of Expert Decision-Making in Team Ball Sports (2003)The Playing Learning Child: Towards a pedagogy of early childhood (2008)Leisure and Subjective Well-Being: A Model of Psychological Mechanisms as Mediating Factors (2013)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)The Enchantment of the Archaeological Record (2019)Bringing Heritage Sites to Life for Visitors: Towards A Conceptual Framework for Immersive Experience (2020)Crafting Critical Heritage Discourses into Interactive Exhibition Design (2020)Museum Professionals in a Digital World: Insights from a Case Study in Portugal (2018)A History of Participation in Museums and Archives (2020)Museums and the Post-Digital: Revisiting Challenges in the Digital Transformation of Museums (2024)CoboChild: a blended mobile game-based learning service for children in museum contexts (2018)New technology in Museums: AR and VR video games are coming (2021)Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)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)
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References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2009The Ambiguity of Play1,313 cited
  • 2010The Participatory Museum900 cited
  • 2014Introduction to Sensory Museology110 cited
  • 2018The Routledge Handbook of Museums, Media and Communication92 cited
  • 2012Multi-sensory approaches to (audio) describing the visual arts68 cited
  • 2018Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies52 cited
  • 2011Museums at play : games, interaction and learning44 cited
  • 2020Museum as a Sensory Space: A Discussion of Communication Effect of Multi-Senses in Taizhou Museum40 cited
  • 2018'Immersive' heritage encounters39 cited

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