Gamification as a Way to Increase Millennials Attendance in Museums

DSpace/Manakin Repository

Show simple item record

dc.contributor.advisor Bertele', Matteo it_IT
dc.contributor.author Rompani, Erica <1994> it_IT
dc.date.accessioned 2022-06-24 it_IT
dc.date.accessioned 2022-10-11T08:27:32Z
dc.date.available 2022-10-11T08:27:32Z
dc.date.issued 2022-07-13 it_IT
dc.identifier.uri http://hdl.handle.net/10579/22023
dc.description.abstract The purpose of this dissertation is to analyze the phenomenon of digitalization and gamification which have affected museums in recent years and to propose an innovative way for them to engage with the younger generation. The first part of the thesis will consider the state of affairs in regards to institution’s use of online platforms and take into account how gamification is and can be used for marketing and education purposes. Particular focus will be placed on initiatives implemented during the crisis brought by COVID-19 and highlight what measures have been kept in place since then. In second part, the author will develop a project focused on creating new engagement with the permanent collection of the Peggy Guggenheim Collection, Venice. “Which Painting from the Peggy Guggenheim Collection Are You?” is a simple quiz that pairs users to a painting from the collection. A picture and short description of the painting will be provided at the end of this short game with the aim of attracting younger generations. Although this project is focused on the Peggy Guggenheim Collection, it could ultimately be applied to other museum collections. The goal is to create a framework for a quiz that could be applied by various museums to their permanent or temporary exhibitions to engage with Gen Z and Millennial visitors. A great portion of these generations may be considered as “intenders” (Hayers, 2002) and thus might be convinced to frequent an institution if directly targeted. it_IT
dc.language.iso en it_IT
dc.publisher Università Ca' Foscari Venezia it_IT
dc.rights © Erica Rompani, 2022 it_IT
dc.title Gamification as a Way to Increase Millennials Attendance in Museums it_IT
dc.title.alternative How Museums Can Use Gamification as a Communication Tool it_IT
dc.type Master's Degree Thesis it_IT
dc.degree.name Economia e gestione delle arti e delle attività culturali it_IT
dc.degree.level Laurea magistrale it_IT
dc.degree.grantor Scuola in Conservazione e Produzione dei Beni Culturali it_IT
dc.description.academicyear 2021/2022_sessione estiva_110722 it_IT
dc.rights.accessrights openAccess it_IT
dc.thesis.matricno 888119 it_IT
dc.subject.miur L-ART/03 STORIA DELL'ARTE CONTEMPORANEA it_IT
dc.description.note it_IT
dc.degree.discipline it_IT
dc.contributor.co-advisor it_IT
dc.date.embargoend it_IT
dc.provenance.upload Erica Rompani (888119@stud.unive.it), 2022-06-24 it_IT
dc.provenance.plagiarycheck Matteo Bertele' (matteo.bertele@unive.it), 2022-07-11 it_IT


Files in this item

This item appears in the following Collection(s)

Show simple item record