GAMIFICATION OF MUSEUM SPACE IN THE ASPECT OF TYPOLOGY OF BEHAVIOR OF MUSEUM VISITOR
Keywords:game, museum space, gamification, attractivity
The article explores the problem of the typology of museum visitors in the aspect of gamification (play) of the museum space, as well as their reactions to museum attractive events. The author believes that the development of gamification of the museum and the temporary fusion of real space with the game method LARP (Live Action Games) and through popular digital applications is one of the constructive and promising opportunities for the development of museum dramaturgy and overcoming "museum boredom". However, the author notes that when actively addressing these issues, it is necessary to take into account the types of behaviour of museum visitors (namely, "Explorer", "Flanner" and "Runner").
The proposed typology describes both the coexistence of the viewers of the orthodox-scientific model with those who feel the need for attractive museum actions and provides perspectives for further development of concepts of game interaction with the museum space. The author argues that the belief that self-absorbed visitors ("Researchers") do not require attractive motivation is erroneous because of the underestimation of a person's psychological need for psychological encouragement as "reward". This is one of the ways to keep the museum devoted to visitors who get tired of "excessive gamification". However, a significant portion of gamification tools is designed with a focus on the priorities of Flanners and Runners. It is noted that when expanding the boundaries of the museum visitors' typology with the help of R. Bartle's typology of play behaviour and the methodology of D. di Tommaso's survey, the prospect of practical use of the results obtained in gamification of Ukrainian museums and designing of modern museum attractions becomes evident. Special attention is paid to the degree of affection of one or another type of museum visitors to specialized electronic applications and gadgets. They are also designed to motivate the Flanners and Runners further.
The author concludes that the gamification of museum space should take into account the needs of each of the types of visitors according to the inherent elements of game behaviour.
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