Two topics currently lead the debates in the museum sector: audience development and the use of digital media. This study addresses these debates by investigating how gamified mobile applications can support engagement with museums’ topics. It examines the online audience and their motivations for the use of media. It uses “MuseumStars” - which can be characterized as a museums quiz app for remote use - as a case study. Based on the uses and gratifications theory the study uses a mixed-methods approach. An online survey and two focus groups were conducted. The data were analyzed using descriptive statistics, factor analysis, and qualitative content analysis. The findings show that the main user motivation is to learn new things and to prepare or substitute a museum visit. In contrast to other research on mobile gaming, the connection to the physical space played a crucial role in using the application, while competition was less prominent. The findings also demonstrate that to better accommodate the audience's needs content is key. Hence, it can be concluded that digital media per se will not enhance engagement without the right presentation of the content: It must be translated to the media in an appropriate way to support the uses and gratifications of the audience and thus enhance engagement with museums’ topics.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:uu-484862 |
Date | January 2022 |
Creators | Richter, Linnéa |
Publisher | Uppsala universitet, Medier och kommunikation |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0015 seconds