Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification

Bibliographic Details
Main Author: Mariana Leitão Fernandes de Morais Sarmento
Publication Date: 2024
Format: Master thesis
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: https://hdl.handle.net/10216/161994
Summary: The use of immersive experiences and extended reality (XR) in museums is becoming increasingly prevalent as a means of enhancing visitor engagement. This study examines the use of augmented reality (AR) to develop interactive, recurring museum experiences that facilitate engagement with cultural heritage. The study employs a design-based research (DBR) methodology with co-creation, focusing specifically on the Museu Nacional Soares dos Reis and the development of an AR application, 'ARtefacto'. The latter incorporates gamified activities with the objective of promoting visitor engagement with the museum space, the artefacts and the content. The involvement of a diverse range of stakeholders in co-creation ensured that the application was accessible and tailored to different users, in line with the museum's mission. Furthermore, the study explores a gamified outdoor experience, developed with the KLUEST platform, which aims to extend engagement beyond the physical space of the museum. The results of the user testing indicate that the key factors influencing acceptance are ease of use, perceived value, and alignment with the educational objectives. The research reveals that the application of participatory methodology in the development of immersive museum experiences can improve cultural connections, promote socialisation and optimise the impact of museums.
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spelling Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and GamificationOutras ciências da engenharia e tecnologiasOther engineering and technologiesThe use of immersive experiences and extended reality (XR) in museums is becoming increasingly prevalent as a means of enhancing visitor engagement. This study examines the use of augmented reality (AR) to develop interactive, recurring museum experiences that facilitate engagement with cultural heritage. The study employs a design-based research (DBR) methodology with co-creation, focusing specifically on the Museu Nacional Soares dos Reis and the development of an AR application, 'ARtefacto'. The latter incorporates gamified activities with the objective of promoting visitor engagement with the museum space, the artefacts and the content. The involvement of a diverse range of stakeholders in co-creation ensured that the application was accessible and tailored to different users, in line with the museum's mission. Furthermore, the study explores a gamified outdoor experience, developed with the KLUEST platform, which aims to extend engagement beyond the physical space of the museum. The results of the user testing indicate that the key factors influencing acceptance are ease of use, perceived value, and alignment with the educational objectives. The research reveals that the application of participatory methodology in the development of immersive museum experiences can improve cultural connections, promote socialisation and optimise the impact of museums.2024-10-082024-10-08T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttps://hdl.handle.net/10216/161994TID:203854870engMariana Leitão Fernandes de Morais Sarmentoinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-02-27T19:33:06Zoai:repositorio-aberto.up.pt:10216/161994Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T23:23:10.198457Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
title Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
spellingShingle Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
Mariana Leitão Fernandes de Morais Sarmento
Outras ciências da engenharia e tecnologias
Other engineering and technologies
title_short Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
title_full Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
title_fullStr Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
title_full_unstemmed Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
title_sort Design of Immersive Museum Experiences: Improving Visitor Engagement through Co-Creation, Augmented Reality and Gamification
author Mariana Leitão Fernandes de Morais Sarmento
author_facet Mariana Leitão Fernandes de Morais Sarmento
author_role author
dc.contributor.author.fl_str_mv Mariana Leitão Fernandes de Morais Sarmento
dc.subject.por.fl_str_mv Outras ciências da engenharia e tecnologias
Other engineering and technologies
topic Outras ciências da engenharia e tecnologias
Other engineering and technologies
description The use of immersive experiences and extended reality (XR) in museums is becoming increasingly prevalent as a means of enhancing visitor engagement. This study examines the use of augmented reality (AR) to develop interactive, recurring museum experiences that facilitate engagement with cultural heritage. The study employs a design-based research (DBR) methodology with co-creation, focusing specifically on the Museu Nacional Soares dos Reis and the development of an AR application, 'ARtefacto'. The latter incorporates gamified activities with the objective of promoting visitor engagement with the museum space, the artefacts and the content. The involvement of a diverse range of stakeholders in co-creation ensured that the application was accessible and tailored to different users, in line with the museum's mission. Furthermore, the study explores a gamified outdoor experience, developed with the KLUEST platform, which aims to extend engagement beyond the physical space of the museum. The results of the user testing indicate that the key factors influencing acceptance are ease of use, perceived value, and alignment with the educational objectives. The research reveals that the application of participatory methodology in the development of immersive museum experiences can improve cultural connections, promote socialisation and optimise the impact of museums.
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