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Gamification Practices in Museums

Author

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  • Ozgul Cetin

    (Istanbul University, social Sciences Institute, Museum Management Department, Istanbul, Turkey)

  • Fethiye Erbay

    (Istanbul University, Faculty of Literature, Museum Management Department, Istanbul, Turkey)

Abstract

Museums as cultural institutions serve a large number of audiences. To communicate effectively with their visitors and attract new audiences, museums have to develop new methods and tools. The competition from other alternative leisure time activities makes it increasingly harder for museums to attract visitors. “Gamification” is an effective method for museums to interact with their visitors. Gamification tools have already been implemented successfully in education, health, self-improvement, and other areas. There are various studies on the utilization of gamification in marketing, business, and communication as well. Yet studies on the gamification of museum experiences are scant. The purpose of this study is to close this gap, identify possible gamification methods in museums, and explore the impact of gamification on the visitor experience. In order to do so, interviews were conducted with eight museum professionals. Results indicate that gamification is an engaging tool for a meaningful museum experience for visitors. In addition to the benefits of gamification, some difficulties and challenges were also explored.

Suggested Citation

  • Ozgul Cetin & Fethiye Erbay, 2021. "Gamification Practices in Museums," Journal of Tourismology, Istanbul University, Faculty of Economics, vol. 7(2), pages 265-276, December.
  • Handle: RePEc:ist:iupjot:v:7:y:2021:i:2:p:265-276
    DOI: 10.26650/jot.2021.7.2.1017009
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    References listed on IDEAS

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    1. Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
    2. Gurel Cetin, 2020. "Experience vs quality: predicting satisfaction and loyalty in services," The Service Industries Journal, Taylor & Francis Journals, vol. 40(15-16), pages 1167-1182, December.
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    Cited by:

    1. Ying Liu & Yongjun He, 2025. "Factors Influencing User Engagement and Usage Behavior in Digital Museums: An Extended TAM Approach," SAGE Open, , vol. 15(4), pages 21582440251, November.

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