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Leveling-Up With Cultural Heritage: Aspects from Gamification and Alternate Reality Games
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för teknik och estetik.
2015 (engelsk)Independent thesis Basic level (degree of Bachelor), 20 poäng / 30 hpOppgave
Abstract [en]

This thesis explores how heritage museums can engage more visitors to take part of cultural heritage in context to digital culture, and going deeper in on what implementation of gamification and alternate reality games can contribute with. Through the establishment of how the heritage museum space has changed since the implementation of technology, gives a response concerning new perspective in the experience economy. Connecting Mihaly Csikszentmihalyi’s characteristics of flow together with Jane McGonigal’s theory of alternate gaming can serve the visitor to invest in their own learning outcomes, thus invest more in cultural heritage. Nevertheless also how visitors can experience cultural heritage as one but at the same time as a community, participating through a common ‘goal’.   

sted, utgiver, år, opplag, sider
2015. , s. 41
Emneord [en]
Museum, Culture Heritage, Alternate Reality Game, Gamification, Museum Space, Flow, Experience Economy
HSV kategori
Identifikatorer
URN: urn:nbn:se:bth-10460OAI: oai:DiVA.org:bth-10460DiVA, id: diva2:843784
Fag / kurs
DK1410 Bachelor Thesis in Digital Culture and Communication
Utdanningsprogram
DKGDK Digital Culture and Communication
Veileder
Examiner
Tilgjengelig fra: 2015-08-19 Laget: 2015-07-31 Sist oppdatert: 2015-08-19bibliografisk kontrollert

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