gamification

Top 10 Takeaways: SXSW

Top 10 Takeaways: SXSW

AMT Lab staff Victoria and Lynn got the chance to go to the annual South by Southwest (SXSW) conference that took place from March 11 to March 20, 2022, which focuses on the intersection of tech, film and music. The pair got to experience it up close and personal, and have put together a list of their top ten takeaways for the future of tech in film and music.

Implementing Gamification for Museum Engagement

Implementing Gamification for Museum Engagement

The pandemic changed the art ecosystem, including the use of gamification in museums. With gamification, the museum experience expands beyond the memory of looking at art or artifacts to the feelings of enjoyment that a game or activity evokes. This articles looks at examples of gamification in museums from around the world, including both low-tech and completely online experiences.

Considerations for Gamifying Education

Considerations for Gamifying Education

Educators who are interested in implementing gamification into their lessons should consider their goal and learning style of their students. This article details three important factors to consider when planning a gamified learning experience: motivation, generational differences, and design. The article also includes examples of applications that use gamification in music learning that can be applied by arts managers.

Build Interactivity into Public Art: Technology Interventions

Build Interactivity into Public Art: Technology Interventions

One key element that differs public art from art produced for display in museums and galleries is that public art is often site-specific. It is critical to make public art more reflective of the place and community in which it resides through interactive and participatory approaches. How can technology contribute to the systems and interventions designed to drive public engagement?

Gamification in Arts Education

Gamification in Arts Education

Recently, arts organizations have also sought to gamify different aspects of their institutions to engage visitors, increase fundraising, or improve marketing objectives. Although many industries—like the arts—are developing gamification concepts, many are not applying them in the most effective way. For educational programs to effectively gamify the learning experience they must understand gamification and all its parts.

CREATE Lab: Creating Social Impact Through Empowering Communities

CREATE Lab: Creating Social Impact Through Empowering Communities

CREATE Lab creates multi-disciplinary learning experiences that allow communities to become technologically fluent. CREATE Lab’s novel combinations of visual arts and technologies provide a wealth of new potential tools to arts administrators and their organization. This article will introduce a few of the exciting projects that CREATE Lab is already testing in the Pittsburgh community, as well as access points for administrators and educators who are interested in implementing them.

Gamification in the Arts part 4: Gamification for Marketing

In past articles we tackled analysis of gamification as a tool for arts organizations as well as some methodology about how to design a game or game elements.  This post will relate to how gamification can be used as a tool for marketing efforts. Gamification can be message, channel, and even marketing education.  A game can be a marketing channel of its own for your organization or it can reside within a number of other channels.