Vol.13, No.4, November 2024. ISSN: 2217-8309 eISSN: 2217-8333
TEM Journal
TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS Association for Information Communication Technology Education and Science |
The Game of Heritage: Enhancing Virtual Museum Visits Through Gamification for Tourists
Suratchanee Yolthasart, Kannikar Intawong, Phimphakan Thongthip, Kitti Puritat
© 2024 Kitti Puritat, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)
Citation Information: TEM Journal. Volume 13, Issue 4, Pages 3359-3372, ISSN 2217-8309, DOI: 10.18421/TEM134-70, November 2024.
Received: 26 April 2024. Revised: 12 August 2024.
Abstract:
This study delves into the integration of gamification within virtual museum experiences, focusing on its effects on visitor engagement and knowledge acquisition. In today's digital cultural heritage landscape, virtual museums emerge as innovative platforms for the dissemination of educational and cultural content. This research specifically assesses the impact of gamified elements namely points, badges, and leaderboards on enhancing the visitor experience in a virtual environment dedicated to the Himmapan creatures, a crucial aspect of Thai mythology exhibited at the Roitawarabarn Baandhawalai Museum in Chiang Mai, Thailand. Utilizing a quantitative methodology that includes the user engagement scale and a knowledge acquisition questionnaire, this study compares visitor interactions between gamified and non-gamified approach of the virtual museum. The findings reveal that gamification substantially enhances visitor engagement, especially in aspects such as focused attention and rewards, and significantly boosts knowledge acquisition when compared to non-gamified experiences. These outcomes emphasize the crucial importance of integrating gamification strategies within virtual museums to cultivate an experience that is interactive, engaging, and educational for visitors.
Keywords – Virtual museum, culture heritage, gamification, virtual reality, tourism. |
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