Εκμάθηση με βάση το ψηφιακό παιχνίδι στα μουσεία : μελέτη των μουσείων του ελληνικού και ευρωπαϊκού χώρου
Learning based on the digital game in museums : study of the museums of the Greek and European area
A modern museum is obliged to evolve, adopt appropriate policies, and cooperate based on new technological data. Cultural organizations, being in a constantly changing economic and technological environment, have to develop and create a climate of trust between the organization and the public, offering them modern services. The penetration of new technologies combined with the need for digitization and digital development is gradually leading more and more museums to create activities on the Internet. Accessibility is an important factor in their development. The offering of digital games intensifies their educational and entertainment role, a part that affects the attraction and satisfaction of the public. The purpose of the thesis is the analysis and investigation of the concept of the modern museum, with the aim of understanding its operation based on the new technological data. In particular, the use of digital games as a means of education and entertainment is researched, with the exhibits and collections of each museum as a central theme. Regarding the methodology followed in the theoretical part of the thesis for the presentation of the research object, it was based on the overview of the Greek and international literature. The research examines the digital games offered by the museums of Greece and the European area on their websites. A sample inventory of the toys was carried out, followed by a categorization of the findings, to determine which categories of toys are most chosen by museums and museologists. Finally, two digital games are proposed, as an example of good practice, which can be adopted both by the Vassilis and Elizas Goulandris Foundation and by other museums. With the goal of developing the digital environment and at the same time attracting a new category of audience, which can bring about the expected results and positively affect both the organization itself and the audience.