Abstract
This paper explores how to use gamification to improve accessibility and engagement in the museum and art gallery settings for blind and partially sighted visitors from historically excluded communities. Heritage digitization raises ethical concerns around ownership and access, which is incredibly challenging for BPS visitors, including elders. By using 3D printed models and game design techniques, museums and galleries can incentivize BPS visitors to engage with digital and physical archives, facilitating experiential learning and creating new insights into their heritage. This ethical framework can also encourage open discussions on redress for BPS members of historically excluded groups. Gamification of digital heritage can ultimately create a more inclusive and diverse museum and art gallery experience for all visitors.
Presenters
Ahlam BaviStudent, PhD Candidate, The University of British Columbia, British Columbia, Canada
Details
Presentation Type
Theme
2023 Special Focus—Museum Transformations: Pathways to Community Engagement
KEYWORDS
Gamification, Digital Heritage, Community engagement, Blind and Partially Sighted Visitors