The purpose of this research paper is to investigate the state of the art of gaming applications in museums in order to reach audience development and community engagement. After analysing the main challenges concerning the innovation of the museum sector, this review tries to build a theoretical framework linking changes in audiences, museum role, and strategies for visitor involvement to support cultural institutions in achieving their mission and maximizing value creation. The research methodology employs a qualitative exploratory multi-case study. The key concept that emerges from the study, is that the museum is comparing with a variety of audiences in constant evolution, with respect to which is necessary to identify correct and appropriate arrangements for dialogue, declining languages, and tools of mediation in keeping with museum dissemination objectives. Moreover, a museum, to be able to communicate in an appropriate way, must first know how to listen to all its visitors, even (or especially) those of a younger age, often not attracted by history and art but generally gamers who, if appropriately involved, could ultimately represent its visitors of the future. The study aims to be a tool for reflection for cultural institutions which want to revitalize their offering system. Keywords: gaming, museum, audience engagement, audience development, cultural heritage Just 40 years after their birth, video games have become one of the main creative and entertainment industries in the world. No wonder a projected turnover of more than $100 billion in 2017 (Report Newzoo), for years now has passed cinema, music, and books for business volumes. A recent report on cultural and creative industries in England shows how the sector "IT, software and games" in 2014 has generated indirect economic value than "movie, television, music, publishing, design, fashion, and architecture" put together.We are talking, therefore, of a sector of huge importance worldwide, which is able to produce wealth and generate high economic value. It is not, therefore, something confined to a marginal and minority audience (teenagers), as a superficial approach might suggest, but rather of a growing business, which has moreover gradually expanded its range of users, also in unpredictable directions. Now, it makes this necessary initial clarification, and it seems appropriate to ask about what is, or could be, the link between the world of video games and that of museums. In the first instance, it should be noted that not only there are many museums whose collections are composed essentially of video games but also some museums, caliber (for example) of the MOMA (The Museum of Modern Art), have interpreted these productions as a true artistic expression, to the point of them become an integral part of its permanent collections. In other cases, video games have been the subject of temporary exhibitions, such as one called "The Art of Video Game", created in 2012 by the SAAM, the Smithsonian American Art Museum in Washington.
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