Vol.11, No.4, November 2022.                                                                                                                                                                              ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


The Effects of Gamified Exhibition in a Physical and Online Digital Interactive Exhibition Promoting Digital Heritage and Tourism

 

Suepphong Chernbumroong, Wanvimol Nadee, Kanjana Jansukpum, Kitti Puritat, Phichete Julrode

 

© 2022 Phichete Julrode, 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 11, Issue 4, Pages 1520-1530, ISSN 2217-8309, DOI: 10.18421/TEM114-12, November 2022.

 

Received: 05 August 2022.

Revised:   12 September 2022.
Accepted:  21 September 2022.
Published: 25 November 2022.

 

Abstract:

 

The concept of gamification is to apply game-design elements and game principles in nongame contexts. Applying this concept in interactive exhibitions has enormous potential to attract visitors and improve their fun level, engagement, and learning. The purpose of this paper is to study the effect of the case study in which we applied gamification in two types of physical and online digital interactive exhibitions, both in the form of short events. The case study was conducted using gamified exhibition for both physical and online digital environments. We implemented the Game-trip which consisted of two parts: a physical exhibition of an interactive map and a digital online application. We also carried out a user study at the Chiang Mai International Exhibition and Convention Centre. We evaluated the user study by collecting qualitative and quantitative visitor behavior data from online survey questionnaires, and we also used user behavior data and semi-structured interview. The results suggest that the physical interactive exhibition provides engagement and fun but does not support learning goals. The interview data suggested that we provide more devices for the participants in the physical environment in order to avoid long waiting time. For the online digital interactive application, it also helped visitors to get familiar with the other exhibition in the event. Finally, the gamified exhibition can be used as a design to improve the overall visitor experience in exhibitions.

 

Keywords – Gamification, Physical exhibition, online digital exhibition, User behavior, Interactive exhibition.

 

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