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Museums at play : games, interaction and learning
0 references·16 citing·49 second hop
Museums at play : games, interaction and learning (2011)Museums at play : games, interaction and …Play in museums: a scoping review (2023)Play in museums: a scoping re…Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)Lessons Learned on Engaging T…Informal Learning in Museums (2022)Informal Learning in MuseumsDesigning mobile museum experiences for teenagers (2022)Designing mobile museum exper…New technology in Museums: AR and VR video games are coming (2021)New technology in Museums: AR…Digital games in the museum: perspectives and priorities in videogame design (2021)Digital games in the museum: …Müzede Dijital Teknolojilerin Kullanımı ve Salgın Sürecinde Dijital Katılım (2020)Müzede Dijital Teknolojilerin…Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums (2018)Supporting Social Engagement …Hybrid Space: An Emerging Opportunity That Alternative Reality Technologies Offer to the Museums (2018)Hybrid Space: An Emerging Opp…CoboChild: a blended mobile game-based learning service for children in museum contexts (2018)CoboChild: a blended mobile g…Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting (2017)Gaming Versus Storytelling: U…Real-time Messaging Platforms for Storytelling and Gamification in Museums: A case history in Milan (2016)Real-time Messaging Platforms…Small group learning with games in museums (2015)Small group learning with gam…Game Design as a context for Learning in Cultural Institutions (2014)Game Design as a context for …Mobile games in Museums: from learning through game play to learning through game design (2012)Mobile games in Museums: from…How community archaeology can make use of open data to achieve further its objectives (2012)How community archaeology can…Thought and language (1962)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Education, Entertainment, and Engagement in Museums in the Digital Age (2023)Learning Curiosity through Play: Exploring the Role of Games and Interactive Design in Museums (2025)Birds of a Feather: Homophily in Social Networks (2001)The recognition and misrecognition of community heritage (2010)4 What Is Web 2.0? Design Patterns and Business Models for the Next Generation of Software (2012)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Persuasive Games (2007)Persuasive games: the expressive power of videogames (2008)Interactive Narrative Design for Geographically Dispersed Points of Interest (2019)Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums (2020)Mobile Serious Game for Enhancing User Experience in Museum (2022)Situated Cognition and the Culture of Learning (1989)"Pump that press!" (2018)Play and Interpret in Art Museum’s Games: A Systematic Review (2023)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Participatory Museum (2010)The Museum Learning Experience Through the Visitors’ Eyes: An Eye Tracking Exploration of the Physical Context (2020)Museum engagement visits with a universal game-based blended museum learning service for different age groups (2021)Incorporating AR/VR-assisted learning into informal science institutions: A systematic review (2023)The (im)materiality of literacy: the significance of subjectivity to new literacies research (2012)Museum Communication and Social Media: The Connected Museum (2013)The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (2016)From eye-tracking to games: exploring low-tech solutions for sustainable cultural landscape management (2025)Museum game-based learning: innovative approaches from a constructivist perspective (2025)Museums and the Shaping of Knowledge (1992)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A systematic literature review of empirical evidence on computer games and serious games (2012)Interactive Display of Images in Digital Exhibition Halls under Artificial Intelligence and Mixed Reality Technology (2022)Gamification in tourism research: A systematic review, current insights, and future research avenues (2023)In real life: Gaming community engagement in museums (2024)Learning in the Museum (2002)The Forms of Capital (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)Homo Ludens: A Study of the Play-Element in Culture. (1951)Experiential Learning : Experience as the Source of Learning and Development (1983)From game design elements to gamefulness (2011)Why Play in Museums? A Review of the Outcomes of Playful Museum Initiatives (2024)Guidance in museum virtual tours: The impact of a gamified mobile guide on elementary students’ learning experiences (2026)The role of transportation in the persuasiveness of public narratives. (2000)Video Games and the Future of Learning (2005)Empowering cultural heritage professionals: designing interactive exhibitions with authoring tools (2023)Chatbot-mediated technology to enhance experiences in historical textile museums (2024)Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes (2025)
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  • 2021New technology in Museums: AR and VR video games are coming40 cited
  • 2023Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies32 cited
  • 2018CoboChild: a blended mobile game-based learning service for children in museum contexts31 cited
  • 2021Digital games in the museum: perspectives and priorities in videogame design28 cited
  • 2012How community archaeology can make use of open data to achieve further its objectives26 cited
  • 2017Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting23 cited
  • 2012Mobile games in Museums: from learning through game play to learning through game design22 cited
  • 2015Small group learning with games in museums18 cited
  • 2018Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums17 cited
  • 2022Designing mobile museum experiences for teenagers15 cited
  • 2023Play in museums: a scoping review13 cited
  • 2018Hybrid Space: An Emerging Opportunity That Alternative Reality Technologies Offer to the Museums13 cited
  • 2022Informal Learning in Museums13 cited
  • 2016Real-time Messaging Platforms for Storytelling and Gamification in Museums: A case history in Milan

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10 cited
  • 2020Müzede Dijital Teknolojilerin Kullanımı ve Salgın Sürecinde Dijital Katılım7 cited
  • 2014Game Design as a context for Learning in Cultural Institutions5 cited