Part 7: Celebrating Nostalgia for Games - And Its Potential as Trojan HorseInternational audienceComputers and other digital devices have been used for gaming since the 1940s. However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has ...
The process of documenting cultural heritage digitally has emerged with the recent technological dev...
Interactive storytelling and gaming technologies have great edutainment potential for engaging visit...
With the constant development of digital means of entertainment – that are easily made available to ...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
With the advent of information age, digital exhibition has become an inexorable trend for museum tec...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
This work opens with a brief reflection, of a general nature, on the relationship between museums an...
New media technologies – from photography and film to virtual reality and websites, interactive exhi...
The design of engaging digital access to collections and the creation of opportunities for richer co...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
In the field of museum studies there has been very little consideration of games and their applicati...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
The process of documenting cultural heritage digitally has emerged with the recent technological dev...
Interactive storytelling and gaming technologies have great edutainment potential for engaging visit...
With the constant development of digital means of entertainment – that are easily made available to ...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
With the advent of information age, digital exhibition has become an inexorable trend for museum tec...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
This work opens with a brief reflection, of a general nature, on the relationship between museums an...
New media technologies – from photography and film to virtual reality and websites, interactive exhi...
The design of engaging digital access to collections and the creation of opportunities for richer co...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
In the field of museum studies there has been very little consideration of games and their applicati...
Although the widespread use of gaming for leisure purposes has been well documented, the use of game...
The process of documenting cultural heritage digitally has emerged with the recent technological dev...
Interactive storytelling and gaming technologies have great edutainment potential for engaging visit...
With the constant development of digital means of entertainment – that are easily made available to ...