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Forte Belvedere Museum

Description

Event:
The Rude Awakening
Target group:
Young audience (13-20 years old)
Purposes:
• Attracting a young audience • Raising awareness of the issues of war and peace through gamification • Educating about European historical heritage through alternative means, with a focus on the First World War and soldiers' testimonies and memories.
European initiative reference:
Creative Europe MEDIA Program of the European Union

Info

Italy Italy
Space Needed: Medium
Activity:
The Forte Belvedere - Gschwent Museum aims to be a point of reference within the Historical Park of the Highlands of Trentino, pursuing precise didactic and informative goals that can better valorise the history, culture, and different opportunities of the territory in which it operates.

Contact

Email direttore@fortebelvedere.org Telephone +39 0464 780005 Mobile phone +39 349 5025998

Strengths

  • Maximum public involvement
  • Increased accessibility to heritage
  • Creation of an emotional link between museum and user
  • Good positioning at an international level

Weaknesses

  • High initial investment cost
  • Possible increase in the digital divide in terms of access to technological support

Digital Solutions

  • video games and virtual reality (VR)

Methodology

  • After choosing what type of video game to make and the desired general scenario, you have to write the game script. You can then move on to the programming (or in general the development) of the first prototype. Between the first prototype and the final video game, there may be various phases of testing and modifications.

Resources needed and start-up costs

  • Video game programming: 45,000/50,000 euros

Possible low cost solution

  • It is possible to develop video games on your own with specific apps. Among them, Unity offers totally free packages and a manual to help you use the app to the fullest.

Transferable innovative principles and methods

1. Raising awareness and stimulating the interest of the younger generations

Digital interaction and virtual fruition cannot replace the live experience in museums but can be a lever to attract new audiences such as children and young people. Intercepting this type of user is a primary objective both in terms of heritage communication and user loyalty.

Interface of the videogame “The Rude Awakening”

2. Promoting gamification to facilitate access to and promotion of culture

Museums and cultural venues must adapt to the social and cultural changes of the context in which they operate. The digital presence is now indispensable and lends itself well as a useful tool to bring the 'museum outside the museum' through new forms of edutainment. One of the forms of educational entertainment developed by museums is the video game which, with a contemporary and educational language, can make the transfer of cultural content possible.

Frame of the videogame “The Rude Awakening”

 

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