TEM Journal. Volume 11, Issue 4, pages 1520-1530, ISSN 2217-8309, DOI: 10.18421/TEM114-12, November 2022.
1520 TEM Journal – Volume 11 / Number 4 / 2022.
The Effects of Gamified Exhibition in a
Physical and Online Digital Interactive
Exhibition Promoting Digital Heritage
and Tourism
Suepphong Chernbumroong
1
, Wanvimol Nadee
2
, Kanjana Jansukpum
1
,
Kitti Puritat
1
, Phichete Julrode
1
1
Chiang Mai University, Chiang Mai, Thailand
2
Maejo University, Chiang Mai, Thailand
Abstract – The concept of gamification is to apply
game-design elements and game principles in non-
game contexts. Applying this concept in interactive
exhibitions has enormous potential to attract visitors
and improve their fun level, engagement, and learning.
The purpose of this paper is to study the effect of the
case study in which we applied gamification in two
types of physical and online digital interactive
exhibitions, both in the form of short events. The case
study was conducted using gamified exhibition for both
physical and online digital environments. We
implemented the Game-trip which consisted of two
parts: a physical exhibition of an interactive map and a
digital online application. We also carried out a user
study at the Chiang Mai International Exhibition and
Convention Centre. We evaluated the user study by
collecting qualitative and quantitative visitor behavior
data from online survey questionnaires, and we also
used user behavior data and semi-structured interview.
The results suggest that the physical interactive
exhibition provides engagement and fun but does not
support learning goals.
DOI: 10.18421/TEM114-12
https://doi.org/10.18421/TEM114-12
Corresponding author: Phichete Julrode,
Faculty of humanities Chiang Mai University,Chiang Mai,
Thailand.
Email: phichete.j@cmu.ac.th
Received: 05 August 2022.
Revised: 12 September 2022.
Accepted: 21 September 2022.
Published: 25 November 2022.
© 2022 Suepphong Chernbumroong et al;
published by UIKTEN. This work is licensed under the
Creative Commons Attribution‐NonCommercial‐NoDerivs
4.0 License.
The article is published with Open Access at
https://www.temjournal.com/
The interview data suggested that we provide more
devices for the participants in the physical
environment in order to avoid long waiting time. For
the online digital interactive application, it also helped
visitors to get familiar with the other exhibition in the
event. Finally, the gamified exhibition can be used as a
design to improve the overall visitor experience in
exhibitions.
Keywords – Gamification, Physical exhibition, online
digital exhibition, User behavior, Interactive
exhibition.
1. Introduction
In the present, the advancement of technology has
been brought about to assist humans in several ways,
making life more convenient and easier. In other
words, the development of technology significantly
supports and helps humans effectively manage or
analyze their digital information. To make learning
and studying more enjoyable, gamification, one of
the advanced technologies, has been widely applied
in many fields of study, such as education, business,
healthcare, etc. Interestingly, gamification can be
beneficial in keeping people or users focused and
engaged in a certain area of study because of the
unique feature of gamification, which is a reward
granted to the user who can finish and complete the
game's missions. Such a reward feature can motivate
and influence the user to participate in the game and
pay attention to the knowledge or content offered.
Nonetheless, it is rare to find gamification applied in
the tourism industry and cultural institutions.
Cultural institutions, including museums, are the
places where a lot of priceless and ancient artifacts
are collected, providing knowledge of history.
Therefore, using such advanced technology can
support museums in providing individualized
services and therefore complete their objective by
creating a high-quality museum of teaching, research,