Academic Journal

Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases.

Λεπτομέρειες βιβλιογραφικής εγγραφής
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.)
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  Data: Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases.
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  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>
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  Label: Abstract
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  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]
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  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.)
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RecordInfo BibRecord:
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      – 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
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      – TitleFull: Potential of video games for future museum engagement and audience attraction: implications of two Nintendo cases.
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            – D: 01
              M: 09
              Text: Sep2026
              Type: published
              Y: 2026
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              Value: 37
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            – TitleFull: Digital Creativity
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