Flower of The Sea: A Gamified Tour Experience to Engage and Educate Museum Visitors
Flower of The Sea: A Gamified Tour Experience to Engage and Educate Museum Visitors
By Mohammad Al Hakiem Mohd Hemly, Mohd Hafiz Zakaria, Mohd Mawardy Abdullah, Muhamad Haziq Lim Abdullah, Sarni Suhaila Rahim, and Mohd Nasruddin Rahman
Abstract
This paper explains how museum tours are currently designed to attract and educate visitors by developing a gamified museum tour based on a casual game development approach. Through the developed game, this study has evaluated the effectiveness of video games to engage and educate museum visitors compared to the traditional method. The results indicate that by implementing a gamified approach, the museum visitors will exponentially increase in terms of their engangement and better understanding towards local history.
Reference
Hemly, M. A. H. M., Zakaria, M. H., Abdullah, M. M., Lim, M. H., Abdullah, S. S. R., & Rahman, M. N. Flower of The Sea: A Gamified Tour Experience to Engage and Educate Museum Visitors. https://crim.utem.edu.my/wp-content/uploads/2022/09/193-392-3931.pdf
Keywords
gamified tourism, mobile games, gamification, museum