Italy
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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” |
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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” |