Academic Journal
Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases.
| Τίτλος: | Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases. |
|---|---|
| Συγγραφείς: | Huang, Xiaoxuan1 (AUTHOR) xxuanhuang@life.hkbu.edu.hk |
| Πηγή: | Digital Creativity. Sep2026, Vol. 37 Issue 3, p227-254. 28p. |
| Θεματικοί όροι: | Video games, Virtual museums, Museum visitors, Nintendo video game consoles, Audience participation, Museum attendance |
| Εταιρία/Οντότητα: | Nintendo Co. Ltd. |
| Περίληψη: | This paper develops 'museum-game engagement framework' examining representation, interaction, and motivation dimensions to investigate video games' role in visitor engagement and digital-native audience attractions for museums. The study investigates two cases: the Audioguide Louvre-Nintendo 3DS (AL-3DS), providing virtual Louvre exploration, and Animal Crossing: New Horizons (ACHN), enabling personal virtual museum creations. Through qualitative game content analysis and questionnaires from players, the study examines participants' game experience and engagement perceptions and each case's potential to generate real-world museum interest. Findings indicate that both cases effectively represent museum content digitally, facilitate meaningful digital museum interactions, and motivate real-world museum visits through different mechanisms. The AL-3DS enhance users' understanding of and interest in visiting the Louvre, and ACNH builds confidence and general museum interest through museum creation experiences. Both games successfully connect digital and physical museum spaces, demonstrating video games' potential as museum engagement tools and providing practical implications for future museum-game collaborations. [ABSTRACT FROM AUTHOR] |
| Copyright of Digital Creativity is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Βάση Δεδομένων: | Business Source Index |
| FullText | Text: Availability: 0 CustomLinks: – Url: https://resolver.ebsco.com/c/fiv2js/result?sid=EBSCO:bsx&genre=article&issn=14626268&ISBN=&volume=37&issue=3&date=20260901&spage=227&pages=227-254&title=Digital Creativity&atitle=Potential%20of%20video%20games%20for%20future%20museum%20engagement%20and%20audience%20attraction%3A%20implications%20of%20two%20Nintendo%20cases.&aulast=Huang%2C%20Xiaoxuan&id=DOI:10.1080/14626268.2026.2624408 Name: Full Text Finder (for New FTF UI) (ns324271) Category: fullText Text: Full Text Finder MouseOverText: Full Text Finder |
|---|---|
| Header | DbId: bsx DbLabel: Business Source Index An: 196386916 RelevancyScore: 1435 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 1435 |
| IllustrationInfo | |
| Items | – Name: Title Label: Title Group: Ti Data: Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Huang%2C+Xiaoxuan%22">Huang, Xiaoxuan</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> xxuanhuang@life.hkbu.edu.hk</i> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22Digital+Creativity%22">Digital Creativity</searchLink>. Sep2026, Vol. 37 Issue 3, p227-254. 28p. – Name: Subject Label: Subject Terms Group: Su Data: <searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+museums%22">Virtual museums</searchLink><br /><searchLink fieldCode="DE" term="%22Museum+visitors%22">Museum visitors</searchLink><br /><searchLink fieldCode="DE" term="%22Nintendo+video+game+consoles%22">Nintendo video game consoles</searchLink><br /><searchLink fieldCode="DE" term="%22Audience+participation%22">Audience participation</searchLink><br /><searchLink fieldCode="DE" term="%22Museum+attendance%22">Museum attendance</searchLink> – Name: SubjectCompany Label: Company/Entity Group: Su Data: <searchLink fieldCode="DE" term="%22Nintendo+Co%2E+Ltd%2E%22">Nintendo Co. Ltd.</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This paper develops 'museum-game engagement framework' examining representation, interaction, and motivation dimensions to investigate video games' role in visitor engagement and digital-native audience attractions for museums. The study investigates two cases: the Audioguide Louvre-Nintendo 3DS (AL-3DS), providing virtual Louvre exploration, and Animal Crossing: New Horizons (ACHN), enabling personal virtual museum creations. Through qualitative game content analysis and questionnaires from players, the study examines participants' game experience and engagement perceptions and each case's potential to generate real-world museum interest. Findings indicate that both cases effectively represent museum content digitally, facilitate meaningful digital museum interactions, and motivate real-world museum visits through different mechanisms. The AL-3DS enhance users' understanding of and interest in visiting the Louvre, and ACNH builds confidence and general museum interest through museum creation experiences. Both games successfully connect digital and physical museum spaces, demonstrating video games' potential as museum engagement tools and providing practical implications for future museum-game collaborations. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of Digital Creativity is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=bsx&AN=196386916 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1080/14626268.2026.2624408 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 28 StartPage: 227 Subjects: – SubjectFull: Video games Type: general – SubjectFull: Virtual museums Type: general – SubjectFull: Museum visitors Type: general – SubjectFull: Nintendo video game consoles Type: general – SubjectFull: Audience participation Type: general – SubjectFull: Museum attendance Type: general – SubjectFull: Nintendo Co. Ltd. Type: general Titles: – TitleFull: Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Huang, Xiaoxuan IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 09 Text: Sep2026 Type: published Y: 2026 Identifiers: – Type: issn-print Value: 14626268 Numbering: – Type: volume Value: 37 – Type: issue Value: 3 Titles: – TitleFull: Digital Creativity Type: main |
| ResultId | 1 |