This thesis contributes to the academic fields of Museum Studies and Game Studies by rethinking the application of games, play and design in museums. I propose and document the applicability of games design with museum visitors as a creative and visual methodology. Building upon established Museum Studies, games, play and design theories, power and agency theories and Multimodal Social Semiotics, I conceptualise games design as an active curatorial intervention in representation, meaning-making and agency. Drawing on data collected during two case studies, I examine and describe step by step how families with young people design games inspired by museums and their collections. As part of the research process, two workshops were designed and...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
How do video game studies, as part of the digital humanities, inspire the design research community ...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
In the field of museum studies there has been very little consideration of games and their applicati...
This research explores games as cultural heritage. The purpose of this study is to contribute with k...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
Interactive digital media, and in particular digital games, are an increasingly prevalent component ...
Part 4: Games-Based Learning and GamificationInternational audienceThis paper deals with a prelimina...
This thesis examines how practices of narrative and level design used in the videogame industry can ...
This co-written chapter was included in an edited book featuring invited authors from different coun...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
How do video game studies, as part of the digital humanities, inspire the design research community ...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
Video games are inherently problematic as cultural artefacts, presenting issues of stability, curren...
In the field of museum studies there has been very little consideration of games and their applicati...
This research explores games as cultural heritage. The purpose of this study is to contribute with k...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
Videogames can be found in a diversity of museums as tools for engagement, mediation, and interpreta...
The term ‘gamification’ can be defined as a phenomenon that uses a game as both a vehicle for inform...
This study investigates the relationship between playable, interactive games onoriginal hardware and...
A large number of exhibitions worldwide deal with digital games, but curators lack a coherent unders...
Interactive digital media, and in particular digital games, are an increasingly prevalent component ...
Part 4: Games-Based Learning and GamificationInternational audienceThis paper deals with a prelimina...
This thesis examines how practices of narrative and level design used in the videogame industry can ...
This co-written chapter was included in an edited book featuring invited authors from different coun...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
How do video game studies, as part of the digital humanities, inspire the design research community ...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...