Fostering Visitor Engagement Through Serious Game-Based Mediation in Small Local Museums

Small local museums play a crucial role in safeguarding cultural heritage, but often lack the necessary resources and digital capabilities to engage younger visitors effectively. This study examines whether a mobile serious game can enhance engagement, intrinsic motivation, and cultural knowledge among Generation Z museum visitors. This study introduces Thai-Craft-To-Go, a mobile serious game that mediates intangible cultural heritage—specifically Thai textiles and handicrafts—for Generation Z. Grounded in Self-Determination Theory (SDT) and Flow Theory and operationalized through the Mechanics–Dynamics–Aesthetics (MDA) framework, the game translates cultural content into interactive play. We conducted an exploratory evaluation with 30 Generation Z participants using the Game Engagement Questionnaire (GEQ), the Intrinsic Motivation Inventory (IMI), and a 10-item knowledge test administered before and after gameplay. Results indicated high engagement—particularly Presence and Absorption on the GEQ—strong intrinsic motivation on the IMI (notably perceived competence and value), and significant knowledge gains (mean scores increased from 4.40 to 8.03; t(29) = 8.39, p < 0.001, d = 1.53). These findings suggest that a well-designed serious game can align museum learning with the digital habits of younger audiences, enhancing engagement, motivation, and cultural understanding. For small local museums, serious games provide a feasible and cost-conscious pathway to revitalize visitor experiences and support the intergenerational transmission of intangible cultural heritage in the digital age.

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Institutions

Publication Details

Journal
Tourism and Hospitality
Published
2025-10-16
DOI
https://doi.org/10.3390/tourhosp6040218
Citations
2
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
6.89

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article

Fostering Visitor Engagement Through Serious Game-Based Mediation in Small Local Museums

Supattra Puttinaovarat, Supaporn Chai-Arayalert
2 citations
Tourism and Hospitality
Educational Games and Gamification
6.89
article

Fostering Visitor Engagement Through Serious Game-Based Mediation in Small Local Museums

Supattra Puttinaovarat, Supaporn Chai-Arayalert
article en
2 citations

Abstract

Small local museums play a crucial role in safeguarding cultural heritage, but often lack the necessary resources and digital capabilities to engage younger visitors effectively. This study examines whether a mobile serious game can enhance engagement, intrinsic motivation, and cultural knowledge among Generation Z museum visitors. This study introduces Thai-Craft-To-Go, a mobile serious game that mediates intangible cultural heritage—specifically Thai textiles and handicrafts—for Generation Z. Grounded in Self-Determination Theory (SDT) and Flow Theory and operationalized through the Mechanics–Dynamics–Aesthetics (MDA) framework, the game translates cultural content into interactive play. We conducted an exploratory evaluation with 30 Generation Z participants using the Game Engagement Questionnaire (GEQ), the Intrinsic Motivation Inventory (IMI), and a 10-item knowledge test administered before and after gameplay. Results indicated high engagement—particularly Presence and Absorption on the GEQ—strong intrinsic motivation on the IMI (notably perceived competence and value), and significant knowledge gains (mean scores increased from 4.40 to 8.03; t(29) = 8.39, p < 0.001, d = 1.53). These findings suggest that a well-designed serious game can align museum learning with the digital habits of younger audiences, enhancing engagement, motivation, and cultural understanding. For small local museums, serious games provide a feasible and cost-conscious pathway to revitalize visitor experiences and support the intergenerational transmission of intangible cultural heritage in the digital age.

Tourism and HospitalityVol. 6(4)
Prince of Songkla University (TH)
Prince of Songkla University
Openalex Percentile: Top 3%
Educational Games and Gamification
6.89
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