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Rnttoustudl

Museums
& Games

Overview

   
   

M

péfi om-cemarketing
About Us

Rimon Studio specializes in producing
highly engaging,  targeted and
gamifled experiences for users of

all sorts...
How popular Gaming is in the US? 

of American
».  households play
videogames

   
  
  

 

 40%

is the age of of gamers...
And in Israel? 

of adults play

He

     

43%

of adults play
Mobile Games
What Do
Games & Museums
Have In Common? 

What do we look for in games? 
* Satisfying Experiences *
* Progression and Exce...
Our

The Museum is an

/ ~ experience of its own

 

Museums are about
enhancing human
expenences

Museums are fragmented
...
Why would you want to
Gamify a Museum? 

Relevance
All over the world,  museums
offer enhanced and gamified
experiences to ...
Discovery & Experience

Today's visitor is advanced and
sophisticated;  he demands
interactive content

The visitor is ind...
Our

The modern museum must M L
offer 3 levels of interaction:    

Viewer
The uninvolved,  "cIassic"
visitor,  admiring t...
A Journey to

Just like a player in a game,  the visitor has to navigate through a
carefully constructed journey,  to keep...
What kind ofjourneys await the visitor? 

The _ The Gamer
Commercial Journey
J°U| 'heY For those who
The Stahdald s  , ~-L...
What kind ofjourneys await the visitor? 

 
  
   

The added value
_ of gamifimtion
 Fulfilling the society-
f‘ o o
Making ...
Want to hear more? 

We'd like to pop by
for an introductory visit. 

   ‘ Details: 

+972-3-6339591
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How and why to gamify museums?

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We at Studio Rimon wondered about why museums are such and amazing place with so little interaction. So here are our thoughts about the flow of fun and why you could really enhance the visitors' experience with gamified experience.

Published in: Design
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How and why to gamify museums?

  1. 1. Rnttoustudl Museums & Games Overview M péfi om-cemarketing
  2. 2. About Us Rimon Studio specializes in producing highly engaging, targeted and gamifled experiences for users of all sorts. We pride ourselves with analyzing and prioritizing costumer needs, and utilizing our insights into producing cost—effective, cutting edge and highly polished games. Our clientele is wide and varied, and includes firms and institutions like Tel—Aviv University, Psagot Insurance, Logia, Multivi, "Meretz" Party, WheelDo, ProMarket and others. Rimon was founded by Nimrod Dweck, an experienced game designer and seasoned producer, and runs as part ofthe Design and Development division of Dice Marketing Group.
  3. 3. How popular Gaming is in the US? of American ». households play videogames 40% is the age of of gamers the average are Womefl American Gamer
  4. 4. And in Israel? of adults play He 43% of adults play Mobile Games
  5. 5. What Do Games & Museums Have In Common? What do we look for in games? * Satisfying Experiences * * Progression and Excellence * * Having fun with the people we love * * Being part of a larger whole * Those are exactly the same things Museums give us! , _ Both Games and Museums ; ’ help us imagine a world larger than our own reality Both Games & Museums make us happy
  6. 6. Our The Museum is an / ~ experience of its own Museums are about enhancing human expenences Museums are fragmented into exhibitions, just like short stories grouped together Fragmentation into spaces allow for multiple “ modes of interaction
  7. 7. Why would you want to Gamify a Museum? Relevance All over the world, museums offer enhanced and gamified experiences to visitors Attention Improving orientation, appealing to previously unknown sensations Innovation Feedbacks and improvements through analyzing usage patterns Social Interactions A sense of community among visitors Improved Learning New ways to convey and reinforce the knowledge the museum has to offer
  8. 8. Discovery & Experience Today's visitor is advanced and sophisticated; he demands interactive content The visitor is independent, curious and resourceful; he chooses his own ideas and messages, according to his personal preference He likes to control his own discovery process, and to go at his own pace We have to treat a visitor as a viewer, a user and a player. To design a good experience is to treat the discovery process as the experience itself
  9. 9. Our The modern museum must M L offer 3 levels of interaction: Viewer The uninvolved, "cIassic" visitor, admiring the display User Making use of interactive tools the museums has to offer, and becomes emotionally engaged Player/ Participant ' ; Deeply engaged, exhausts every '* . " interaction the museum has to / L offer, enjoys exploring the tools ’ I
  10. 10. A Journey to Just like a player in a game, the visitor has to navigate through a carefully constructed journey, to keep him engaged and interested Challenges Skills
  11. 11. What kind ofjourneys await the visitor? The _ The Gamer Commercial Journey J°U| 'heY For those who The Stahdald s , ~-L, X seek fun and tlC. ke-t'bUyer W " engagernent 3 The Behavioral Journey The user's behavior inside the museum
  12. 12. What kind ofjourneys await the visitor? The added value _ of gamifimtion Fulfilling the society- f‘ o o Making --bnnngu wide growing need for or distant content -. 3 ‘ digital content, even more engaging Extending within a museum visitor stay 4 Appealing to Dllnamic C| '°Wd' visitors with short « control to prevent attention span clotting across the museum
  13. 13. Want to hear more? We'd like to pop by for an introductory visit. ‘ Details: +972-3-6339591

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