SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Participation Patterns of Interactive Playful Museum Exhibits: Evaluating the Participant Journey Map through Situated Observations
4 references·2 citing·28 second hop
Participation Patterns of Interactive Playful Museum Exhibits: Evaluating the Participant Journey Map through Situated Observations (2023)Participation Patterns of Interactive Pla…Visualizing, clustering, and predicting the behavior of museum visitors (2016)Visualizing, clustering, and …M-dimensions (2012)M-dimensionsA continuous and objective evaluation of emotional experience with interactive play environments (2006)A continuous and objective ev…The Grasshopper: Games, Life and Utopia (1978)The Grasshopper: Games, Life …How audiences play: an overview of typical play activities in museums (2026)How audiences play: an overvi…Learning Curiosity through Play: Exploring the Role of Games and Interactive Design in Museums (2025)Learning Curiosity through Pl…Learning in the Museum (2002)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)Virtual museums, a survey and some issues for consideration (2009)Accessibility Analysis of Interactive Kiosk in National Music Museum (2020)Designing Mixed Reality Experiences that Provide Views to the Past: Reviving the Operation of an Industrial Olive Oil Factory (2021)The relationship between interactive kiosk design towards usage intention in the National Music Museum of Malaysia (2023)Designing qualitative research (1989)Affective Computing (1997)GameFlow (2005)Experimental evaluation of five methods for collecting emotions in field settings with mobile applications (2007)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010)Physiological and subjective evaluation of a human–robot object hand-over task (2011)Revisiting the visit: (2002)Enabling Mobile Phones To Support Large-Scale Museum Guidance (2007)Interconnecting: museum visiting and exhibition design (2007)A survey on developing personalized content services in museums (2018)A machine learning approach for IoT cultural data (2019)Indoor Location Data for Tracking Human Behaviours: A Scoping Review (2022)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Using thematic analysis in psychology (2006)Toward Relational Interactivity : Investigating More-than-Human Engagement in Hybrid Museological Spaces (2026)Social participation among pre-school children. (1932)Grounded theory research: Procedures, canons, and evaluative criteria (1990)Scoping studies: towards a methodological framework (2005)Toward an understanding of flow in video games (2008)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Gamification of health professions education: a systematic review (2020)
this work references cited by second hop

References

  • 1978The Grasshopper: Games, Life and Utopia1,146 cited
  • 2006A continuous and objective evaluation of emotional experience with interactive play environments269 cited
  • 2016Visualizing, clustering, and predicting the behavior of museum visitors67 cited
  • 2012M-dimensions13 cited

Cited by

  • 2025Learning Curiosity through Play: Exploring the Role of Games and Interactive Design in Museums5 cited
  • 2026How audiences play: an overview of typical play activities in museums1 cited

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