Abstract
This paper proposes a method for enhancing museum visits by turning them into a personalized treasure hunt game. This approach uses gamification to augment visitor experiences, explicitly addressing the issue of retaining information during casual museum visits. This is achieved by creating quizzes customized to each visitor’s interests and providing unique perspectives for appreciating exhibits. These quizzes, developed through analyzing museum guide logs and individual visitor preferences, encourage visitors to explore exhibits, thereby intensifying their engagement proactively. The game entails visitors identifying specific exhibits, guided by hints like images and maps, and inputting the exhibit IDs to win in-game rewards. Field studies employing actual data from the National Museum of Ethnology in Japan evaluated this approach’s efficacy. Experimental results suggest that visitors are more likely to remember exhibit details connected to quiz answers, even two weeks after their visit. Participants also enjoyed the impromptu exploration encouraged by the treasure hunt game.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Camps-Ortueta, I., González-Calero, P.A., Quiroga, M.A., Gómez-Martín, P.P.: Measuring preferences in game mechanics: towards personalized chocolate-covered broccoli. In: van der Spek, E., Göbel, S., Do, E.Y.-L., Clua, E., Baalsrud Hauge, J. (eds.) ICEC-JCSG 2019. LNCS, vol. 11863, pp. 15–27. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-34644-7_2
Ceipidor, U.B., Medaglia, C.M., Perrone, A., De Marsico, M., Di Romano, G.: A museum mobile game for children using QR-codes. In: Proceedings of the 8th International Conference on Interaction Design and Children, pp. 282–283 (2009)
Cesário, V., Radeta, M., Matos, S., Nisi, V.: The ocean game: assessing children’s engagement and learning in a museum setting using a treasure-hunt game. In: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, p. 99–109 (2017). https://doi.org/10.1145/3130859.3131435
Damala, A., Cubaud, P., Bationo, A., Houlier, P., Marchal, I.: Bridging the gap between the digital and the physical: design and evaluation of a mobile augmented reality guide for the museum visit. In: Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts, pp. 120–127 (2008)
Damala, A., Marchal, I., Houlier, P.: Merging augmented reality based features in mobile multimedia museum guides. In: Anticipating the Future of the Cultural Past, CIPA Conference 2007, 1–6 October 2007, pp. 259–264 (2007)
Falk, J.H., Dierking, L.D.: Learning from Museums. Rowman & Littlefield, Lanham (2018)
Farella, M., Taibi, D., Arrigo, M., Todaro, G., Fulantelli, G., Chiazzese, G.: An augmented reality mobile learning experience based on treasure hunt serious game. In: ECEL 2021 20th European Conference on e-Learning, pp. 148–154. Academic Conferences International Limited (2021)
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?-a literature review of empirical studies on gamification. In: 2014 47th Hawaii International Conference on System Sciences, pp. 3025–3034. IEEE (2014)
Hein, G.E.: Learning in the Museum. Routledge, London (2002)
Keil, J., et al.: A digital look at physical museum exhibits: designing personalized stories with handheld augmented reality in museums. In: 2013 Digital Heritage International Congress (DigitalHeritage), vol. 2, pp. 685–688. IEEE (2013)
Kohen-Vacs, D., Ronen, M., Cohen, S.: Mobile treasure hunt games for outdoor learning. Bull. IEEE Tech. Committee Learn. Technol. 14(4), 24–26 (2012)
Ng, K.H., Huang, H., O’malley, C.: Treasure codes: augmenting learning from physical museum exhibits through treasure hunting. Pers. Ubiquit. Comput. 22, 739–750 (2018)
Paris, S.G.: Perspectives on Object-Centered Learning in Museums. Routledge, London (2002)
Pujol, L., Roussou, M., Poulou, S., Balet, O., Vayanou, M., Ioannidis, Y.: Personalizing interactive digital storytelling in archaeological museums: the chess project. In: 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology, pp. 93–100. Amsterdam University Press (2012)
Raptis, D., Tselios, N., Avouris, N.: Context-based design of mobile applications for museums: a survey of existing practices. In: Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices and Services, pp. 153–160 (2005)
Rubino, I., Barberis, C., Xhembulla, J., Malnati, G.: Integrating a location-based mobile game in the museum visit: evaluating visitors’ behaviour and learning. J. Comput. Cult. Herit. (JOCCH) 8(3), 1–18 (2015)
Shoji, Y., et al.: Museum experience into a souvenir: generating memorable postcards from guide device behavior log. In: 2021 ACM/IEEE Joint Conference on Digital Libraries (JCDL), pp. 120–129 (2021). https://doi.org/10.1109/JCDL52503.2021.00024
Ueta, M., et al.: Quiz generation on the electronic guide application for improving learning experience in the museum. In: BIRDS+ WEPIR@ CHIIR, pp. 96–104 (2021)
Wang, Y., et al.: Cultivating personalized museum tours online and on-site. Interdisc. Sci. Rev. 34(2–3), 139–153 (2009)
Yatani, K., Onuma, M., Sugimoto, M., Kusunoki, F.: Musex: a system for supporting children’s collaborative learning in a museum with PDAs. Syst. Comput. Jpn. 35(14), 54–63 (2004)
Yenawine, P.: Visual Thinking Strategies: Using Art to Deepen Learning Across School Disciplines. Harvard Education Press, Cambridge (2013)
Acknowledgements
This work was supported by JSPS KAKENHI Grants Number 21H03775, 21H03774, and 22H03905. The research was also supported by ROIS NII Open Collaborative Research 2023 (Grant Number 22S1001).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd.
About this paper
Cite this paper
Yu, J. et al. (2023). Personalized Treasure Hunt Game for Proactive Museum Appreciation by Analyzing Guide App Operation Log. In: Goh, D.H., Chen, SJ., Tuarob, S. (eds) Leveraging Generative Intelligence in Digital Libraries: Towards Human-Machine Collaboration. ICADL 2023. Lecture Notes in Computer Science, vol 14458. Springer, Singapore. https://doi.org/10.1007/978-981-99-8088-8_3
Download citation
DOI: https://doi.org/10.1007/978-981-99-8088-8_3
Published:
Publisher Name: Springer, Singapore
Print ISBN: 978-981-99-8087-1
Online ISBN: 978-981-99-8088-8
eBook Packages: Computer ScienceComputer Science (R0)