Preview

Scope and Limitations

Good Essays
Open Document
Open Document
577 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Scope and Limitations
Interactive Museum
(Storytelling and Gaming Environment)

Nowadays, the focus in museums is shifting towards the use of artefacts for providing an interactive experience to visitors, in contrast to the traditional museum approach, where the focus was on the collection, display and storage of objects.
Hence, more people are increasingly visiting museums with the expectation to learn something, while having an entertaining experience. Digital technologies, in particular interactive storytelling and gaming, have a great potential for assisting both the education and entertainment of visitors in museums.

Interactive Storytelling
Storytelling is deeply embedded in human learning, as it provide an organisation structure for new experiences and knowledge [9]. [4] recognises that across cultures and over time, people can mentally organise information better when it is recounted in the form of a story. The most common conception of story is a linear sequence of scenes, for example a book or a movie. This type of storytelling is already popular in museums, allowing stories to be presented not only of artefacts, but also of people who lived through more recent episodes in history.

Interactive Gaming
Museum visitors provide different challenges when visiting an exhibit:
– They want to explore the space and see the artefacts
– They want to have an entertaining experience
– They want to learn something from the artefacts and the visit
Games genres, such as role playing games and treasure hunts might be suitable to address these challenges. These types of games usually involve exploration and puzzle-solving, and they focus on a narrative by interacting with game characters. In this way, storytelling and gaming can be combined to create highly interactive experiences, where visitors engage in new worlds enabling them to learn more about the artefacts in an exhibition or environs. For such interaction to happen, the visitor could take a fictional role

You May Also Find These Documents Helpful

  • Good Essays

    This features and the museums’ distance from their local communities in culture and atmosphere can make many potential visitor feel that the space is not one for them. Museums in some communities virtual empty of locales because they have no hand or investment of any kind in it. However, by giving the public the opportunity to be actively involved the museum’s activities, a museum becomes relevant and meaningful to their communities. A good example of this can be seen in the Oakland Museum of California (OMCA), mentioned in McLean’s “Whose Questions, Whose Conversations?”. This museum has reworked itself into a places important to its community by welcoming local teenagers to co-curate an exhibit in its Gallery of California Art in 2009, called Cool Remixed. By getting these local teens involved in the creation of the exhibit, they not only made the exhibit, and hence the museum, mean something to them, their families and their friends, but also communicated to all the public that the museum is a welcoming…

    • 996 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    A narrative entry, detailing a short story of a significant event including setting, characters, time sequence, brief plot, and dialogue.…

    • 459 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Rhetorical Modes Matrix

    • 364 Words
    • 2 Pages

    |Narration |To tell a story |chronological order or told in|Plot summary or captivate the |…

    • 364 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    story consists of all the events and characters—those that are explicitly shown as well as all those others that are implied or must be inferred by the viewer—that belong to the narrative.…

    • 962 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    With so many collections confined in one area, it’s literally impossible to see everything in one visit. In result visiting the museum, no matter how often, will always be a new experience. And with new artifacts added from time to time, there’s something new to see every time.…

    • 140 Words
    • 1 Page
    Satisfactory Essays
  • Satisfactory Essays

    Narrative: The way in which the sequence of events in a narrative or dramatic work is ordered; they can be chronological or non-chronological.…

    • 282 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Throughout history, Art has been a form of expression that has altered situations, revolutionized methods of thought, and shaken worlds, both building them up and crumbling them downward. These days however, Art has become a form which is underrated and under appreciated due to the technological and business worlds taking over. Despite these advancements though, Art has continued to build and expand into different forms, pushing the limits of what was originally defined as “Artistic”. One of these forms which has quickly risen along with the increase in technology includes video games, which are utilized primarily for entertainment to various audiences, both young and old. When created in a unique manner though, these games can prove to be…

    • 1555 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Museums bring history and culture to life by allowing individuals to gain unique hands on experience that is different from learning from textbooks or television. One can never know the reality behind certain artifacts and art until they see it for themselves. The perception of viewing a multitude of replicas and pictures such as the Mona Lisa can be dramatically different from witnessing the painting up close. The interactive experience allows one to engage and immerse ourselves back into time to learn about the truth of different cultures and traditions. The intent of museums is not purely to enthrall historians and scholars, but to create an environment which is welcoming to all individuals. While historians argue that museums…

    • 944 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Essay On Museum Hours

    • 789 Words
    • 4 Pages

    When one goes to a Museum, it is easy to assume that they will go to the most famous and well known pieces that are showcased, look at them, and then be well on their way. Although Museums are a part of the spectacle, when looked at in the right context they can also enable to viewer to gain a new perspective. What better a place than to think “otherwise” than a museum? The setting upholds works of art that are categorized and characterized by certain attributes. But these institutions can also view the everyday in a new context – take a look at the Surrealists or the Stituationalists. In Museum Hours, by Jem Cohen addresses how people should look at art through a different lens, and how value legitimizes collections of art in museums.…

    • 789 Words
    • 4 Pages
    Good Essays
  • Good Essays

    However, the goal of a museum is not solely to entertain. Rather, they must bear some sort of educational…

    • 724 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Video games usually have paths to follow, and offering misdirection, speed bumps and challenges to overcome. It takes a large amount of skill to transfer ideas into a media, and that is where developers come in, but if they do not have a game plan to follow a mess can occur. Writers are becoming increasingly more involved in the video game and animated production business. In order to efficiently supply these elements a production has to be planned out or time lined. In this time line, it takes writer 's input to create a structured story which is critical for the flow of the game and the story being portrayed. A well developed story or plot can draw in players to purchase the media and any games that might follow. One writers expresses why a well written video game is more than important, "As gamers age, the complexity of both the plot and the theatric elements tend to resemble short skits along the lines of "Godfather," leaving the days of Super Mario Brothers long lost in the dust" (Brewer, 2002). Writers are essential in creating a world beyond any gamers ' imagination.…

    • 824 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Within the museum the first approach I took was in ascertaining what representation of history the museum wished to show to the audience. Representation is the idea of presenting something (in this instance, from the past) to an audience (who in this case, are in the present and therefore cannot actually experience the “reality” of…

    • 1023 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to document D, games are used as educational tools in school. Pilots, surgeons, and soldiers also use games to educate themselves and assist them in becoming more successful in their professions (D). There are many games out there that require you to develop strategies, make hypotheses, and solve problems (D).The games also teach gamers how to juggle…

    • 624 Words
    • 3 Pages
    Good Essays
  • Good Essays

    * View a virtual museum with a connection to your event (this can be through the time period, thematically, subject matter, etc.)…

    • 784 Words
    • 4 Pages
    Good Essays
  • Better Essays

    are depicted as the narrator takes us through different journeys as well as circumstances. It…

    • 2085 Words
    • 9 Pages
    Better Essays