Comparison of gamified and non-gamified mixed reality in enhancing museum visitor engagement, motivation, and learning outcome

接见者模式 结果(博弈论) 混合现实 心理学 虚拟现实 计算机科学 人机交互 经济 数理经济学 程序设计语言
作者
Yootthapong Tongpaeng,Ratchanon Nobnop,Natchaya Wongwan,Pipitton Homla,Kannikar Intawong,Kitti Puritat
出处
期刊:Journal of Heritage Tourism [Taylor & Francis]
卷期号:19 (6): 919-948 被引量:7
标识
DOI:10.1080/1743873x.2024.2351852
摘要

This study, conducted at the Wieng Yong House Museum in Lamphun, Thailand, examines the impact of gamification within mixed reality (MR) experiences on visitor engagement, motivation, and learning outcomes. Utilizing a comparative approach, the research contrasts Gamified and Non-Gamified Mixed Reality groups. To facilitate this evaluation, we developed two versions of mixed reality applications: a Gamified Mixed Reality version incorporating interactive game elements such as leaderboards, progress maps, badges, levels, and quizzes, and a Non-Gamified version without these gaming elements. The findings reveal that while gamification notably enhances the reward dimension of visitor engagement, its influence on other motivational dimensions, overall engagement, and learning outcomes is less pronounced. Behavioral data analysis indicates that the Gamified Mixed Reality group exhibited a 30 percent increase in both total and average duration of museum interaction, suggesting a heightened level of visitor engagement. Despite these findings, the study suggests that the implementation of gamification in mixed reality might be more suitable for larger museums with sufficient resources to support extensive MR setups. The research underscores the nuanced effects of gamification in educational museum settings, providing essential insights for cultural institutions considering the adoption of MR technologies.
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