The use of Internet of Things (IoT) technology to improve access to cultural heritage sites and enhance visitor engagement has become increasingly popular. Nevertheless, there is a lack of studies evaluating the actual benefits of such technology on visitors’ experiences, which is crucial to improve the IoT adoption in this field. To address this issue, we present an exploratory study we performed to understand whether and how an IoT-based game affects the experience of museum visitors. The game is played after a traditional guided tour; it was created following a meta-design approach to enable domain experts, such as museum professional guides, to adapt the game to specific visitors and/or situations. The study involved a total of 18 participants who took a guided tour of the Museum of Natural Sciences of the University of Bari and played the game afterward. Both quantitative and qualitative data were collected. The study results show that playing the IoT-based game positively affects the experience of visitors and, in particular, their emotions. Visitor workload was also found to be greater than that of a guided tour, but this had no negative impact on visitor experience. The study findings have implications for the design and development of future IoT games to enhance engagement and to improve the experience of visitors at cultural heritage sites.

Exploring the Impact of an IoT-based Game on the Experience of Visitors at a Natural Science Museum

Fabrizio Balducci;Paolo Buono;Giuseppe Desolda;Rosa Lanzilotti;Antonio Piccinno;
2024-01-01

Abstract

The use of Internet of Things (IoT) technology to improve access to cultural heritage sites and enhance visitor engagement has become increasingly popular. Nevertheless, there is a lack of studies evaluating the actual benefits of such technology on visitors’ experiences, which is crucial to improve the IoT adoption in this field. To address this issue, we present an exploratory study we performed to understand whether and how an IoT-based game affects the experience of museum visitors. The game is played after a traditional guided tour; it was created following a meta-design approach to enable domain experts, such as museum professional guides, to adapt the game to specific visitors and/or situations. The study involved a total of 18 participants who took a guided tour of the Museum of Natural Sciences of the University of Bari and played the game afterward. Both quantitative and qualitative data were collected. The study results show that playing the IoT-based game positively affects the experience of visitors and, in particular, their emotions. Visitor workload was also found to be greater than that of a guided tour, but this had no negative impact on visitor experience. The study findings have implications for the design and development of future IoT games to enhance engagement and to improve the experience of visitors at cultural heritage sites.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/474900
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