Professional Documents
Culture Documents
ZI-RU CHEN
1
Southern Taiwan University of Science and Technology
1
zrchen@stust.edu.tw
1. Introduction
1.1. MUSEUM GUIDE AND GAMIFICATION
Nowadays, museums play the role of social education. It has a wealth of
collections and related materials, and stimulates and encourages people to learn
through educational programs, exhibitions, activities, etc. (Hooper-Greenhill,
1999) Lord et al. (1997) believed that informal education is the most successful in
affective learning, which can change audience’s attitude and interest, audience’s
use of guide, and affect their visiting experience and willingness to come again.
Guide is frequently used by visitors in museums. Many museums and researchers
like to explore what kind of guide method can improve learning motivation and
effectiveness of visitors. In terms of guide device, currently, digital guide of
personalized mobile is widely used. Such mobile guide can display multimedia,
wireless communication and database technology with mobile device, and replace
traditional printed material and guide manual (Yu, 2003). The mobile device
is characterized by high portability and powerful computer functions. When
combined with the easy-to-use mobile guide, it may interact with the display
RE: Anthropocene, Proceedings of the 25th International Conference of the Association for Computer-Aided
Architectural Design Research in Asia (CAADRIA) 2020, Volume 1, 671-680. © 2020 and published by the
Association for Computer-Aided Architectural Design Research in Asia (CAADRIA), Hong Kong.
672 Z.R. CHEN
content, allowing visitors to select their favorite exhibits at any time and at any
place, and meeting different needs for experience activities.
In addition, previous research was pointed out that games can make people
happy, make complicated things simple, and also change human behavior. Games
can not only be used for entertainment or learning, but to change people’s living
habits, business behaviors, political and social activities, etc. Therefore, the
design concept and application of “gamification” have received wide attention in
recent years. The word “gamification” is generally defined as applying elements
such as game thinking, game mechanism and design structure to non-game social
activities and services (Deterding et al., 2011). Gamification is a phenomenon.
Determining et al. (2011) explained that gamification is the use of game elements
to perform certain activities with specific purposes in non-game situations. In
2015, New Media Consortium put forward some examples of gamification
applied to museums, and believed that this trend could enhance visitors‘ viewing
experience. It also pointed out that how to enhance the creative experience
process is a major challenge for such guide design in the future (Johnson et al.,
2015). The game system can stimulate users’ emotions, promote better feeling and
connection between people and technology interfaces (Roy et al., 2009). Besides,
the integrated use of interactive technology and interactive design also involves
the management of aesthetic experience (Locher et al., 2010).
analysis basis to extract elements that attract people in the game, and analysed the
game-based design of the cases. The analysis results are applied to museum guide
to propose design specifications or criteria of the game-based action application
program. Please refer to Table 1 for the analysis framework.
4. User testing
4.1. PARTICIPANT BACKGROUND
This study intended to explore whether the mobile application featuring
gamification design and augmented reality technology in museum guide is helpful
to the learning results of audience. It tested the feasibility of guide system and
observed testers’ system usage behavior. The total number of samples is 40, all
of whom are college students aged 18 to 30 (15 males and 25 females). They
were familiar with the user interface design and process in the mobile application
program, but did not know the relevant knowledge of wooden buildings. The
study hoped to know whether the subjects can successfully complete the exhibition
experience through the guide App developed in this study.
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not easy for most subjects to master the system and game tasks in a short time (in
about 30 minutes).
5. Conclusion
This study hoped to adopted prototyping to develop a guide application program
that applies gamification concepts and augmented reality, and to obtain a
preliminary design model of gamification for museum guide. Then, this study
validated the feasibility of such model through user tests, and the display medium
is an interface of mobile device. The preliminary result shows that the application
of gamification in museum guide can extend the time of visiting exhibitions in a
museum, and has significant effects on museum learning through questionnaires
and interviews. It can be seen that gamification has a positive impact on the
application of museum guide, and the related research may also be carried out
in an in-depth manner.
References
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