A Gamification of Museums

Digital media has been a driving factor in changing many aspects of history and awareness – conservation methods for example have been greatly improved thanks to the awareness raised with digital media, and it’ll continue to be something used to garner interest. One way many have turned to recently has been within the gamification of different industries – changing attitudes towards gaming as a much wider audience has been introduced to many different opportunities with the growth of even popular genres tied to offline opportunities such as the growth of non gamstop casino options at maximumcasinos.com, and it has become an interest much more accessible to a wider audience – as such there is the exploration of using gaming techniques to help raise awareness much in the same way, and museums could be at the forefront of using gamification as part of their service.

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Perhaps the most obvious example will be within the growing use of both augmented and virtual reality – augmented reality in gaming first really gained mainstream attention back in 2016 with the release of the popular Pokémon GO title that took the summer by storm and saw millions of players head into the open air to experience the game, but more than that it allowed an opportunity for augmented reality options in gaming to start evolving. Whilst the uses can be a little limited, they have already started to find use in some museums and will likely continue to be a feature moving forward as a way to visual display something that could be a little more complex at a much lower cost in many instances.

The other example of virtual reality could be the big game changer though – advances in VR tech have certainly allowed for a big push forward in the space and options are becoming much cheaper and given VR has already been used to give a certain experience it won’t be long before there are much wider examples available – there are already some notable choices with things like the Mona Lisa: Beyond the Glass experience which explores the exhibition through a gaming landscape. Particularly over the past year too with the closures granted, the opportunity here will only continue to be more impactful over time as choices for growth will present themselves.

Now is certainly the perfect time to explore the gamification of museums and many have already, as museums continue to grow and explore ways to entertain a changing audience and a changing demographic look for these newer opportunities and service improvements, particularly in a bid to get more people through the doors during a difficult period of time.