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Article

Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum

1
Department of New Media Contents, Dong-ah Institute of Media and Arts, 47, Dongayedae-gil, Sam-juk-Myeon, Anseong-si 17516, Republic of Korea
2
Department of Architectural Design, Chonnam National University, 50 Daehak-ro, Yeosu-si 59626, Republic of Korea
*
Authors to whom correspondence should be addressed.
Sustainability 2024, 16(14), 6212; https://doi.org/10.3390/su16146212 (registering DOI)
Submission received: 13 June 2024 / Revised: 10 July 2024 / Accepted: 18 July 2024 / Published: 20 July 2024

Abstract

The increasing adoption of metaverse exhibitions aims to overcome the limitations of traditional offline exhibitions by enhancing accessibility and creating imaginative spaces without temporal and spatial constraints. This study explores how incorporating gamification into metaverse exhibitions can leverage the strengths of online and offline experiences. By integrating metaverse elements and gamification, we designed an interactive metaverse space and evaluated its effectiveness through user feedback. Our findings indicate that guiding visitors to complete missions within the metaverse enhances their understanding of the offline exhibition narratives, thereby increasing their engagement with the exhibition themes. Furthermore, online experiences in the metaverse can stimulate interest in offline exhibitions, promoting visitor attendance. The metaverse space also encourages users to contribute personal stories to the exhibition content, fostering continuous content expansion. This approach strengthens the connection between online and offline exhibitions, increases visitor engagement, and promotes repeat visits, thereby addressing the limitations of traditional exhibitions. Additionally, metaverse exhibitions enhance the preservation and accessibility of cultural heritage through digital archiving, offering inclusive participation opportunities and promoting social sustainability. This study underscores the potential of metaverse exhibitions to evolve beyond technological innovation toward contributing to social sustainability.
Keywords: metaverse; gamification; farewell museum; storytelling; sustainable exhibition metaverse; gamification; farewell museum; storytelling; sustainable exhibition

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MDPI and ACS Style

Lee, J.; Bae, J.; Bae, Y. Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum. Sustainability 2024, 16, 6212. https://doi.org/10.3390/su16146212

AMA Style

Lee J, Bae J, Bae Y. Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum. Sustainability. 2024; 16(14):6212. https://doi.org/10.3390/su16146212

Chicago/Turabian Style

Lee, Joohun, Jaehoon Bae, and Yunkyung Bae. 2024. "Implementation of a Gamification-Based Metaverse Exhibition: A Case Study of the Farewell Museum" Sustainability 16, no. 14: 6212. https://doi.org/10.3390/su16146212

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