The introduction of video games in the museum content
De la intención al diseño de experiencias
Keywords:
Interactivo, Museum, Video games, User-centered design, Museum visitorAbstract
In recent decades there has been a radical change in the concept of the museum towards the valorization of the experience as a way of acquiring knowledge. This change has generated an environment conducive to the entry of interactive digital installations that combine information and education with a playful perspective that often leads them to transfer elements and features of video games for a more attractive, immersive and memorable experience. The purpose of this article has been to redefine elements of video game design and its intersection with user-centered design for its application in the museum context.
References
Abras, C., Maloney-Krichmar, D., & Preece, J. (2004). User-Centered Design. En W. Bainbridge (Ed.), Berkshire Encyclopedia of Human-Computer Interaction (pp. 445-456). Sage Publications.
AEVI (2021). Anuario de la industria del videojuego en España 2021. https://bit.ly/3Fl04nN
Ashby, F., Isen, A., & Turken, A. (1999). A neuropsychological theory of positive affect and its influence on cognition. Psychological Review, 106, 529-550. https://doi.org/10.1037/0033-295x.106.3.529
Bevan, N., Kirakowski, J., & Maissel, J. (1991). What is Usability? En Proceedings of the 4th International Conference on HCI. Stuttgart. https://bit.ly/3iTtRw2
Cook, M. (2018). A Life Cycle Explanation of Cooperative. Sustainability, 10(5), 1586. https://doi.org/10.3390/su10051586
Csikszentmihalyi, M. (2008). Flow: The Psychology of Optimal Experience. Harper Collins Publ.
Davallon, J. (1992). Le musée est-il un média? Public & Musées, 2, 99-123. https://bit.ly/2kUn4kA
Dawson, J. (1992). Going for the big wow; science museum’s future envisioned. Star Tribune, 1.
Dewey, J. (1938/2004). Experiencia y educación. Biblioteca nueva.
Harper Collins (2003). Diccionario Collins Universal. HarperCollins Publishers, Ink.
Dreyfus, W. (1967). The Measure of Man: Human Factors in Design (2ª Edición ed.). Whitney Library of Design.
Buxton, B. (2010). NUI: What’s in a Name?. DXF CONFERENCE 2010. Amsterdam. www.ixda.nl/2010/program
Fredrickson, B., & Joyner, T. (2002). Positive emotions trigger upward spirals toward emotional well-being. Psychological Science, 13(2), 172-175. https://doi.org/10.1111/1467-9280.00431
Fujie, R., Fujie, H., Takeuchi, K., Bartenstein, O., & Shirota, K. (1997). Spectacle Design and Advice Computer Graphics System using Artificial Intelligence. En Nagamachi Kansei engineering-I: Proc first Japan-Korea Sympos on Kansei Engineering Consumer Oriented product development technology. Kaibund.
Granollers i Saltiveri, T., Lorés Vidal, J., & Cañas Delgado, J. J. (2005). Diseño de sistemas interactivos centrados en el usuario. UOC.
Hernández Hernández, F. (2001). Manual de Museología. Síntesis.
Hudson, K. (1975). A social history of museums: What the visitors thought. Springer.
Huyzinga, J. (1987). Homo Ludens. El elemento lúdico de la cultura. Alianza.
ICOM. (s.f.). International Council of Museums ICOM. http://icom.museum/definition_spa.html
IEA. (s.f.). International Ergonomics Associaton. https://bit.ly/3UGT22p
Janice, R., Randolph, B., Baley, R., Molich, R., Dumas, J., & Spool, J. (2002). Usability in Practice: Formative Usability Evaluations - Evolution and Revolution. En Conference on Human Factors in Computing Systems CHI (págs. 885-890). ACM.
Juul, J. (2005). Half-Real. Video Games between Real Rules and Fictional Worlds. The MIT Press.
Kim, C. (2012). Designing around a core mechanic. GameDeveloper. https://bit.ly/3W7ZH6Q
Koester, S. E. (1993). Interactive Multimedia in American Museums. Archives & Museum Informatics. Technical report. https://bit.ly/3Hs654Q
Kultima, A. (2015). Game Design Research. En AcademicMindTrek ‘15: Proceedings of the 19th International Academic Mindtrek Conference September 2015 (pp. 18-25). https://doi.org/10.1145/2818187.2818300.
León, A. (1990). El museo. Teoría, praxis y utopía. Cátedra
Levasseur, M., & Veron, E. (1983). Ethnographie d’une exposition. Histoires d’expo, Peuple et culture, 29-32. https://shs.hal.science/halshs-01484185/document
Ministerio de Educación (2015). Encuesta de Hábitos y Prácticas Culturales en España 14/15. Secretaría General Técnica. Madrid: Subdirección General de Documentación y Publicaciones.
Nagamachi, M. (1994). Kansei Engineering: An ergonomic technology for a product development. En IEA (pp. 120-122). International Ergonomics Associaton.
Nielsen, J., & Fraguas, S. (2000). Usabilidad: diseño de sitios web (Vol. 1). Prentice Hall.
Norman, D. (1993). Things that make us smart. Perseus Books Group.
Norman, D. A. (1998). La Psicología de los Objetos Cotidianos. Nerea.
Norman, D. A. (2005). El diseño emocional. Paidós Ibérica.
Norman, D. A., & Draper, S. W. (1986). User Centered System Design: New Perspectives on Human-computer Interaction. Erlbaum Associates Inc.
Ortony, A., Norman, D., & Revelle, W. (2005). The role of affect and proto-affect in effective functioning. En J. Fellous, & M. Arbib (Edits.), Who needs emotions? The brain meets the machine. Oxford University Press.
Piaget, J. (1957). Construction of Reality in the Child. Routledge and Keagan.
Pekarik, A. & Schreiber, J.B. (2012). The Power of Expectation. Curator, The Museum Journal, 55(4), 487-496 https://doi.org/10.1111/j.2151-6952.2012.00171.x
Pekarik, A., Button, K., Doering, Z., Sharbaugh, A. & Sutton, J. (2002). Developing Interactive Exhibitions at the Smithsonian. https://s.si.edu/3W4gF63
Pheasant, S. (1996). Bodyspace: Anthropometry, Ergonomics and the Design of the Work. Taylor & Francis.
Prensky, M. (2001). Digital Natives, Digital Immigrants part 1. On the Horizont, 9(5), 1-6. https://bit.ly/3hiydfZ
Real Academia Española. (s.f.). En Diccionario de la lengua española. https://bit.ly/3YgpgnV
Seoane Nolasco, A. & Piñeiro-Otero, T. (2022). Estudio comparativo del tiempo de juego en el género de acción y aventura. En J. Sierra (Coord.) Los videojuegos en la Sociedad de la Información. Una visión holística (pp. 345-364). McGrawHill
Serrell, B. (2010). Paying Attention: The Duration and Allocation of Visitors’ Time in Museum Exhibitions. Curator, The Museum Journal 40 (2), 108-125. https://doi.org/10.1111/j.2151-6952.1997.tb01292.x
Sheng, C. & Cheng, M. (2012) A study of experience expectations of museum visitors. Tourism Management, 33 (1), 53-60. https://doi.org/10.1016/j.tourman.2011.01.023
Shneiderman, B., & Plaisant, C. (2006). Diseño de Interfaces de Usuario. Estrategias para una Interacción Persona-Computadora Efectiva (Cuarta edición ed.). Pearson Educación S.A.
Statista. (2022) Porcentaje de la población española que realizó determinadas actividades culturales según encuesta publicada en 2019. https://bit.ly/3YfsLLm
Suits, B. (2014). The Grasshopper: Games, Life and Utopia. Peterborough: Broadview Press.
Technical Comittee ISO TC159/SC4. (1998). ISO 9241-11 Ergonomic requirements for office work with visual display terminals (VDTs). Part 11: Guidance on usability. International Organization for Standardization.
Wertheim, M. (1992). Interactive museums. Omnia, 50-56.
Yee, N. (2016). The Gamer Motivation Profile: What We Learned From 250,000 Gamers. En CHI Play. Annual Symposium on Computer-Human Interaction in Play (p. 2). Association for Computing Machinery. https://doi.org/10.1145/2967934.2967937
Downloads
Published
Issue
Section
License
All articles are published under an Attribution-NoDerivatives 4.0 International (CC BY-ND 4.0) license. Authors retain copyright over their work.