Art of Play: Exploring the roles of technology and social play in museums
- Isabel Cristina G. Froes,
- Kevin Walker
- London Knowledge Lab
Research Output:
Conference Article in Proceeding or Book/Report chapter
Book chapter
Peer-reviewPublication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Book chapter
Peer-reviewHost publication Subtitle
Games, Interaction and LearningOriginal language
EnglishPages from-to (Number of pages)
Pages 486-499 (13 pages)Publication milestones
- Published - 2011
Publication status
Published - 2011
Place of publication
EdinburghPublisher
MuseumsEtcISBN (Print)
978-1-907697-13-5Chapter Number
Theory and InnovationHost publication title
Museums at PlayHost publication editors
- Katy Beale
Abstract
Play is a key element in cultural development, according to the Dutch historian Johan Huizinga.
Nowadays many of us interact with other people in online games and social networks, through multiple
digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In this
chapter we explore play as a structure to support visitor learning, drawing from international research in
museums and interaction design. Specifically, we explore four aspects of play first proposed by Huizinga
(2002) — the ‘free-choice’ aspect of play, play as distinct from ‘real life,’ play as an ordering structure, and
the role of play in bridging communities. We argue that play provides museums with ready-made
structures and concepts which help them plan for visitor learning.
Nowadays many of us interact with other people in online games and social networks, through multiple
digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In this
chapter we explore play as a structure to support visitor learning, drawing from international research in
museums and interaction design. Specifically, we explore four aspects of play first proposed by Huizinga
(2002) — the ‘free-choice’ aspect of play, play as distinct from ‘real life,’ play as an ordering structure, and
the role of play in bridging communities. We argue that play provides museums with ready-made
structures and concepts which help them plan for visitor learning.
