In a post-pandemic world, patrons will be less likely to interact with touch-based exhibits in museums. This research conducted by Xiaocheng Ma looks at types of touchless alternatives and suggestions for implementation.
Using Apps for Orchestra Audience Engagement
As people continue to spend more and more time on their phones, up to 5.4 hours a day for the average phone owner in the U.S., orchestras are increasingly turning to apps for news ways to engage their audiences. When used effectively, smartphone applications have the potential to invite new audiences into the hall while heightening the stickiness of the most loyal subscribers. This article addresses their primary benefits and best practices for implementation.
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.
Mobile AR Avatar Chatbots: Exploring the Evolving AI and AR Combination
Cultural organizations consistently question how to connect the public to information in meaningful ways. As an emerging technology, mobile AR avatar chatbots combine AI and AR capabilities to create interactive and engaging tools for visitors. Examples of mobile AR avatar chatbots in cultural organizations can provide guidance for applying these evolving technologies.
Comparing Digital Access with Arts Vibrancy in the U.S.
An estimated 18 million households in the United States do not have access to home broadband. This is a statistic that arts managers should consider when planning online programming and in-person events as the world opens up. By looking closer at the digital divide and comparing counties’ internet access to their arts vibrancy, as measured by SMU DataArts, this article will look at the United States’ digital divide and how it impacts opportunities for arts participation.
Throwback Thursday: Reimagining the Museum Experience
The Case and Tools for Building Online Communities in the Arts
As the pandemic presses on, building stronger online communities can help arts organizations serve the immediate needs of all audience members now and increase access to art and community for audience members who prefer to participate from home in the future. Though no virtual platform can perfectly replace the organic community built by in-person interaction, virtual third places might create something similarly joyful and uniquely accessible to connect arts communities in times of pandemic-driven social isolation and beyond.
For Theatres, Digital Experiences are Here to Stay
One of the biggest shifts that the theatre industry has seen as a result of the pandemic is the rise in virtual experiences. For millennia, theatre has been an art form that brings people together in the same space to share the buzz of excitement and thrill of emotion connected with live performances. However, Covid-19 has made this almost impossible. Over the past few months, institutions have been forced to make changes, but this has allowed for innovations in the field as well. The issue moving forward into the “new normal” is how to operate in terms of offering seasons as in-person or virtual experiences. I believe that theatres will choose to integrate both types of programming into their future season planning because of the developments made during the pandemic.
Orchestras' Post-Pandemic Digital Future
There is no use in waiting for the world to “go back to normal”: orchestras need to keep pushing forward and adjusting to the new reality. Covid-19 has proven, yet again, that people are interested in classical music, that it can and should have a stronger online presence, and that it has the power to bring peace—especially in times of uncertainty. Orchestras need to stake their place and assert their relevance in society. I envision a world where orchestras operate using “two stages”: one physical and one digital.
Third Place Theory and Virtual Platforms: How Arts Organizations Might Build Community Online
Arts organizations play important roles in their communities beyond providing access to art itself. Arts organizations are also valued venues for human connection. In LaPlaca Cohen’s Culture Track 2017, 68% of respondents indicated “interacting with others” as a draw for cultural participation, and about half of respondents in LaPlaca Cohen’s 2020 study, Culture and Community in a Time of Crisis, revealed desires for cultural organizations to communities “stay connected” during this time. These data points demonstrate that audiences look to arts organizations to not only foster connections through art, but also nurture communities beyond the art. One way to do this is by creating virtual third places. While arts organizations are unlikely to build entire VR-based worlds for their patrons, arts administrators might consider how to adapt existing platforms to help reproduce some if not all of the socially-leveling, conversation-focused environments they’ve worked to cultivate in their physical spaces.