New technology in Museums: AR and VR video games are coming

Museums have gone through a modernization process which has seen the adoption of new technologies in what they offer visitors. Within the framework of the new critical museology, these organizations have been transformed into places of encounter and experience, the key tools in this change being soc...

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Main Authors: Irene Camps-Ortueta, Luis Deltell-Escolar, María-Francisca Blasco-López
Format: Article
Language:English
Published: Universidad de Navarra 2021-04-01
Series:Communication & Society (Formerly Comunicación y Sociedad)
Subjects:
Online Access:https://revistas.unav.edu/index.php/communication-and-society/article/view/38792
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author Irene Camps-Ortueta
Luis Deltell-Escolar
María-Francisca Blasco-López
author_facet Irene Camps-Ortueta
Luis Deltell-Escolar
María-Francisca Blasco-López
author_sort Irene Camps-Ortueta
collection DOAJ
description Museums have gone through a modernization process which has seen the adoption of new technologies in what they offer visitors. Within the framework of the new critical museology, these organizations have been transformed into places of encounter and experience, the key tools in this change being socialization and play. Gamification are now intrinsic to collections and are a way of inviting visitors to share new museum experiences through the latest technology such as AR (Augmented Reality) and VR (Virtual Reality). In this way, the museum becomes a playground and a space for creativity (Borja-Villel et al., 2014). In this research, we focus on what we consider to be an important link between the three central aspects of museum change: sociability, gamificaction and virtualization; and the growing interest in museums for videogames. Our aim is to reach a better understanding of the AR and VR video games developed for museums and how these technologies can not only motivate visitors’ interest but also improve their learning skills. Our analysis focuses of literature published between 2015 to 2018 and follows the analytic structure established by Connolly et al. (2012) with additional features related to learning experience, platforms, and the use of technologies (VR and AR). The general aim is to map the interest of the research community in the field of museum-developed video games, more specifically those that use augmented and virtual reality.
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spelling doaj.art-6be72c0e673a430bbba2a6b8dc3079792022-12-21T19:58:42ZengUniversidad de NavarraCommunication & Society (Formerly Comunicación y Sociedad)2386-78762021-04-0134210.15581/003.34.2.193-210New technology in Museums: AR and VR video games are comingIrene Camps-Ortueta0Luis Deltell-Escolar1María-Francisca Blasco-López2Universidad Complutense de MadridUniversidad Complutense de MadridUniversidad Complutense de MadridMuseums have gone through a modernization process which has seen the adoption of new technologies in what they offer visitors. Within the framework of the new critical museology, these organizations have been transformed into places of encounter and experience, the key tools in this change being socialization and play. Gamification are now intrinsic to collections and are a way of inviting visitors to share new museum experiences through the latest technology such as AR (Augmented Reality) and VR (Virtual Reality). In this way, the museum becomes a playground and a space for creativity (Borja-Villel et al., 2014). In this research, we focus on what we consider to be an important link between the three central aspects of museum change: sociability, gamificaction and virtualization; and the growing interest in museums for videogames. Our aim is to reach a better understanding of the AR and VR video games developed for museums and how these technologies can not only motivate visitors’ interest but also improve their learning skills. Our analysis focuses of literature published between 2015 to 2018 and follows the analytic structure established by Connolly et al. (2012) with additional features related to learning experience, platforms, and the use of technologies (VR and AR). The general aim is to map the interest of the research community in the field of museum-developed video games, more specifically those that use augmented and virtual reality.https://revistas.unav.edu/index.php/communication-and-society/article/view/38792video gamesmuseumstourismvisitorslearning experiences
spellingShingle Irene Camps-Ortueta
Luis Deltell-Escolar
María-Francisca Blasco-López
New technology in Museums: AR and VR video games are coming
Communication & Society (Formerly Comunicación y Sociedad)
video games
museums
tourism
visitors
learning experiences
title New technology in Museums: AR and VR video games are coming
title_full New technology in Museums: AR and VR video games are coming
title_fullStr New technology in Museums: AR and VR video games are coming
title_full_unstemmed New technology in Museums: AR and VR video games are coming
title_short New technology in Museums: AR and VR video games are coming
title_sort new technology in museums ar and vr video games are coming
topic video games
museums
tourism
visitors
learning experiences
url https://revistas.unav.edu/index.php/communication-and-society/article/view/38792
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