2015
DOI: 10.1145/2724723
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Integrating a Location-Based Mobile Game in the Museum Visit

Abstract: Location-based systems currently represent a suitable solution to enhance cultural experiences inside museums, as they can satisfy visitors’ needs through the provision of contextualized contents and services. In this framework, a promising approach to captivate the attention of teenagers—a hard to please target audience—is represented by mobile serious games, such as playful activities aiming to primarily fulfil educational purposes. The use of a mobile digital tool during the visit definitely discloses new o… Show more

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Cited by 96 publications
(49 citation statements)
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References 29 publications
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“…Regarding learning outcomes, the majority of selected studies (33 out of 43) explored the impact in the affective domain such as student affection, attitude, motivation, and engagement in the learning process, typically measured by a simple questionnaire or observation. For example, Rubino, Barberis, Xhembulla, and Malnati () used questionnaires and interviews to determine the extent to which users liked their mobile history game in a museum, and Tay and Lim () used tape‐recorded interviews and observation notes to determine the motivation level and opinion that students had about their three‐dimensional multi‐user virtual environment game. Twenty‐five studies evaluated cognitive results, whereas only six studies reported effects in the psychomotor domain.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Regarding learning outcomes, the majority of selected studies (33 out of 43) explored the impact in the affective domain such as student affection, attitude, motivation, and engagement in the learning process, typically measured by a simple questionnaire or observation. For example, Rubino, Barberis, Xhembulla, and Malnati () used questionnaires and interviews to determine the extent to which users liked their mobile history game in a museum, and Tay and Lim () used tape‐recorded interviews and observation notes to determine the motivation level and opinion that students had about their three‐dimensional multi‐user virtual environment game. Twenty‐five studies evaluated cognitive results, whereas only six studies reported effects in the psychomotor domain.…”
Section: Resultsmentioning
confidence: 99%
“…example,Rubino, Barberis, Xhembulla, and Malnati (2015) used questionnaires and interviews to determine the extent to which users liked their mobile history game in a museum, andTay and Lim (2010) used tape-recorded interviews and observation notes to determine the motivation level and opinion that students had about their threedimensional multi-user virtual environment game. Twenty-five studies evaluated cognitive results, whereas only six studies reported effects in the psychomotor domain.…”
mentioning
confidence: 99%
“…Engagement and active participantion with the artworks have been explored by Rubino et al (2015) and Schmalstieg and Wagner (2007) who have included gamification in handheld AR guides. Through use of storytelling adventure games and pervasive games, their studies suggest that games are an engaging way of bringing an active role to the visitors, and thereby, increase their satisfaction during the museum experience.…”
Section: Related Workmentioning
confidence: 99%
“…Una gran parte de ellas se centra en el uso de aplicaciones de RA dentro de muesos, para mejorar la experiencia del visitante (Flores Gutierrez et al 2011;Rubino et al 2015). Además, la RA también ayuda a mostrar los diferentes estados del proceso de restauración de forma comprensiva para el visitante (Haladová et al 2015).…”
Section: Introductionunclassified