The museum and the new publics. Videogame as a new communication resource
Daniel Sánchez
Economia della Cultura, 2018, issue 3, 331-346
Abstract:
For some time now, we have been talking about how museums can use the advantages offered by videogames in their favor. However, after analyzing a series of games, or rather gamification experiences made in different places, we realize that video games do not have to be understood as a «salvation « for the museum, but rather as a tool that allows them to communicate in a different way what they intended to tell. In this framework, Nubla the Game, has been the starting point for a new way of reaching this audience by joining for the first time a videogame console such as Play- Station and the contents of one of the most important national museums in Spain. We talk about this experience, its situation in the context of other videogames made for museums and what we understand it has meant now, almost two years after its appearance, as well as the doors it opens.
Keywords: Videogames; Gamification; Nubla The Game. (search for similar items in EconPapers)
Date: 2018
References: Add references at CitEc
Citations:
Downloads: (external link)
https://www.rivisteweb.it/download/article/10.1446/91294 (application/pdf)
https://www.rivisteweb.it/doi/10.1446/91294 (text/html)
Access to full text is restricted to subscribers
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:mul:jkrece:doi:10.1446/91294:y:2018:i:3:p:331-346
Access Statistics for this article
Economia della Cultura is currently edited by Paolo Leon
More articles in Economia della Cultura from Società editrice il Mulino
Bibliographic data for series maintained by ().