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A Natural History Museum Experience: Memories of Carvalhal's Palace - Turning Point

机译:自然历史博物馆经验:卡尔瓦尔宫的回忆 - 转折点

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Teenagers are a large pool of potential museum audiences. This age group is identified as an audience group that is often excluded from a museum's curatorial strategies [1] and appears to be generally disinterested in what museums might offer [2]. Without some degree of digital interactivity, it is challenging for a museum to remain interesting and relevant to a young tech-savvy audience [2]. Our application is a location-specific gamified narrative deployed at the Natural History Museum of Funchal (Madeira island, Portugal) which embraces the potential of mobile interactive technologies and digital storytelling to promote engaging tours for teenage visitors, encouraging more active, enriching and tailored experiences. Through our interactive story app, the audience is challenged to explore the museum to unlock fragments of a narrative that relates to the main story.
机译:青少年是一大堆潜在的博物馆受众。该年龄组被确定为观众组,通常被从博物馆的策略中排除在外[1],似乎在博物馆可能提供的博物馆可能会提供[2]。没有一定程度的数字交互,博物馆对博物馆保持有趣并与年轻的技术娴熟的观众相关的挑战[2]。我们的申请是一个特定于特定于特殊的博弈叙述,部署在丰沙尔自然历史博物馆(葡萄牙马德拉岛,葡萄牙),它拥有移动互动技术和数字讲故事的潜力,以促进青少年游客的吸引力,鼓励更积极,丰富和量身定制的经验。通过我们的互动故事应用程序,观众挑战探索博物馆,以解锁与主要故事有关的叙述的碎片。

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