Mimar Sinan Güzel Sanatlar Üniversitesi Açık Bilim, Sanat Arşivi

Açık Bilim, Sanat Arşivi, Mimar Sinan Güzel Sanatlar Üniversitesi tarafından doğrudan ve dolaylı olarak yayınlanan; kitap, makale, tez, bildiri, rapor gibi tüm akademik kaynakları uluslararası standartlarda dijital ortamda depolar, Üniversitenin akademik performansını izlemeye aracılık eder, kaynakları uzun süreli saklar ve yayınların etkisini artırmak için telif haklarına uygun olarak Açık Erişime sunar.

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dc.contributor.authorErgin, Gamze
dc.date.accessioned2025-01-09T20:08:17Z
dc.date.available2025-01-09T20:08:17Z
dc.date.issued2022
dc.identifier.issn2687-5373
dc.identifier.urihttps://hdl.handle.net/20.500.14124/8115
dc.description.abstractThe increasing diversity of digital technologies is transforming the visitor experience in contemporary museum spaces, as in many other areas. Museums have become multi- layered, experience-oriented spaces that connect digital and physical space with new media art, digitalization, and information communication technologies. The interactive nature of games offers methods to increase the user-oriented experience in museum spaces. This study aims to examine the gamification of museum experience with the support of digital technological tools. ATheAresearch holistically reveals the contributions of digital technologies to the gamification of museum experience through field research, observation, and literature review, using the cumulative case study method from qualitative research methods. For that purpose, the study discusses the digitalization process of museums with its historical stages and researches the relationship between museum experience and technology through a comprehensive literature review. Furthermore, gamification applications in museums have been examined with examples. AsAa result, the study concludes that inclusive, entertaining, interactive, and educational implementations encourage active participation using digital technologies such as digital sensory tools, location-based storytelling, crowd-sourced data, virtual galleries, accessible venues, and social networks gamify the museum experience.en_US
dc.language.isoengen_US
dc.publisherNilay Ozsavas Ulucayen_US
dc.relation.ispartofIda-International Design and Art Journalen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectMuseologyen_US
dc.subjectGamificationen_US
dc.subjectMuseum Experienceen_US
dc.subjectDigital Interactive Technologiesen_US
dc.subjectDigital Sensory Toolsen_US
dc.titleGamification of museum experience through digital technologiesen_US
dc.typearticleen_US
dc.departmentMimar Sinan Güzel Sanatlar Üniversitesien_US
dc.identifier.volume4en_US
dc.identifier.issue2en_US
dc.identifier.startpage200en_US
dc.identifier.endpage213en_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.identifier.wosqualityN/A
dc.identifier.wosWOS:001343940100005
dc.indekslendigikaynakWeb of Scienceen_US
dc.snmzKA_20250105


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