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(Don't) Stop Playing Games!!

  • Feb 5, 2018
  • 2 min read

Some of the biggest attractions in exhibits are the digital interactives. These tactile experiences allow visitors to create, imagine, make decisions and more.

Coincidentally, creating, imagining, making decisions, critical thinking and making connections are among many museum and institution's goals when it comes to creating meaningful visitor experiences. I was wondering about how these experiences could be translated to those who don't have physical access to the museum. So, I decided to look up "museum games" in google. The first thing that came up was https://www.si.edu/kids. I recommend you check out the website and play a few of the games.

Some of the games, you will find, are obviously educational in theme and focus, whereas others tiptoe the line.

In my own opinion, I think these games are a great idea. Visitors can play these games before or after a museum visit. They are educational and some might say, entertaining. As it is newer generations are focused on technology and gaming, we, as museum educators, might as well try our hand at immersing into this technological world to better communicate with this fresh audience.

My thoughts digressed from this topic and I started wondering about a few questions, which I've shared below;

1.) Should museums continue to place digital interactives in exhibition spaces where the primary attention should be given to the objects on display?

2.) What are the positives of having digital interactives in exhibit spaces, and what are the downsides?

3.) Should museums continue to create games and spaces for children online?

4.) Are museums and other institutions, in effect, "dumbing down" material and content in these games for the grade level they're intended?

For some reason I was surprised to find so many games available to the public online via museums. It's a great way for kids around the world to be able to access educational content from their school or homes. But again, many children don't have access to computers or technology that would support these games. In a perfect world, there would be an easy solution to this problem. Alas, we do not live in a perfect world. We should strive, nevertheless to foster equity in museum spaces.

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