Museum Visitors’ Perceptions of Mobile Games: A Case Study

Museum Visitors’ Perceptions of Mobile Games: A Case Study
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博物馆参观者对手机游戏的看法:案例研究

DOI:
10.1109/wmte.2004.1281344
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发表时间:
2014
期刊:
The 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education, 2004. Proceedings.
影响因子:
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通讯作者:
Sarah Exley Ozimek
Sarah Exley Ozimek
中科院分区:
--
文献类型:
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作者:
Sarah Exley Ozimek

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之前关于手机游戏的研究主要集中在小学生和重度游戏玩家的使用情况(如Groff, Howells, & Cranmer, 2010; Poels, Kort, & Ijsselsteijn, 2012),但对于博物馆游客的使用情况却知之甚少。本研究调查了博物馆游客的手机技术习惯和对博物馆手机游戏使用的感知。一项针对当地博物馆邮件列表个人的调查发现,参观者对移动设备的熟悉程度与他们对手机游戏乐趣和学习体验的看法之间存在正相关关系。这表明手机游戏可能会成为重度移动设备用户的博物馆体验的一个受欢迎的补充。此外,受访者对在博物馆玩手机游戏的满意度分为信息发现、娱乐和信息质量三个方面。
Previous research in mobile gaming focused on use among grade school students and heavy gamers (e.g., Groff, Howells, & Cranmer, 2010; Poels, Kort, & Ijsselsteijn, 2012), but little is known about museum visitor usage. This study examined museum visitors’ mobile technology habits and perceived uses of mobile games in museums. A survey of individuals on a local museum’s mailing list found a positive relationship between visitors’ familiarity with mobile devices and their perceptions of enjoyment and learning experiences with mobile games. This indicates that mobile games may be a welcome addition to the museum experience for heavy users of mobile devices. Additionally, gratifications among respondents for intention to play mobile games at museums were categorized as information discovery, entertainment, and information quality.