Abstract
Teenagers are a large pool of potential museum audiences. This age group is identified as an audience group that is often excluded from a museum’s curatorial strategies [1] and appears to be generally disinterested in what museums might offer [2]. Without some degree of digital interactivity, it is challenging for a museum to remain interesting and relevant to a young tech-savvy audience [2]. Our application is a location-specific gamified narrative deployed at the Natural History Museum of Funchal (Madeira island, Portugal) which embraces the potential of mobile interactive technologies and digital storytelling to promote engaging tours for teenage visitors, encouraging more active, enriching and tailored experiences. Through our interactive story app, the audience is challenged to explore the museum to unlock fragments of a narrative that relates to the main story.
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Acknowledgements
Sense&Tell team from the ITI/LARSyS based in Madeira island.
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Cesário, V., Olim, S., Nisi, V. (2020). A Natural History Museum Experience: Memories of Carvalhal’s Palace – Turning Point. In: Bosser, AG., Millard, D.E., Hargood, C. (eds) Interactive Storytelling. ICIDS 2020. Lecture Notes in Computer Science(), vol 12497. Springer, Cham. https://doi.org/10.1007/978-3-030-62516-0_31
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DOI: https://doi.org/10.1007/978-3-030-62516-0_31
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