MusA: a Gamified Virtual Reality Museum
MusA: a Gamified Virtual Reality Museum
By Fernando Sousa, José Nunes, Carlos Santosand João Magalhães
Abstract
“The evolution of the information and communication ecosystem caused changes in the museum visitor's behaviors and expectations - who now expresses desires for participation, collaboration, and personal identification. In this sense, technologies such as Virtual Reality emerge as important systems for cultural mediation in the construction and dissemination of information and creation of meanings. The University of Aveiro has an important museological collection, but there are no human resources nor physical space to exhibit this collection. A prototype was developed to address this issue-made of entirely virtual exhibitions-by digitalizing the collection and integrating the artifacts in virtual environments. Gamification strategies were implemented to enhance the museum experience-enriching the environment's interaction while attracting a wider audience. This project allows visitors to 'enter' two very distinct exhibitions: The History of Fado and The 'beautiful sight' of Hélène of Beauvoir.”
Reference
Sousa, F., Nunes, J., Santos, C., & Magalhães, J. (2021, September). Musa: A gamified virtual reality museum. Retrieved June 24, 2022, from https://www.researchgate.net/publication/361025580_MusA_a_Gamified_Virtual_Reality_Museum
Keyword
Virtual Reality, museum, gamification, design, research