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Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum

  • Istanbul Technical University

Research output: Contribution to journalArticlepeer-review

Abstract

This study examines the combined use of augmented reality (AR) and gamification technologies to enhance museum visitors' experiences and enhance the transfer of knowledge they acquire from museums. In a field study conducted at the Istanbul Toy Museum, a comparative study was executed between the museum experience obtained through traditional museum methods and that achieved through a gamified AR application. Selected exhibition objects were digitized using photogrammetry and LiDAR, and these digital models were used to develop a gamified AR-based application that aims to provide visitors with a more interactive, fun, and memorable experience by digitizing the historical narratives of the selected toys. This research introduces an innovative approach by combining AR, gamification, and digital reconstruction methods within a real museum context, offering an empirical framework that bridges technological engagement and cultural learning. To evaluate the effectiveness of this framework, user experience data were collected through surveys examining the development of visitor engagement, learning processes, emotional connection, and post-visit retention. The study shows that the gamified AR experience was superior to traditional methods in terms of knowledge retention, visitor satisfaction, and engagement levels. These findings highlight the potential of gamified AR as an innovative tool for museums to create immersive fun, and educational environments. The research also provides valuable insights into how cultural heritage institutions can integrate new technologies to strengthen visitor engagement and ensure long-term cultural transmission.

Original languageEnglish
Pages (from-to)255-268
Number of pages14
JournalGazi University Journal of Science
Volume39
Issue number1
DOIs
Publication statusPublished - 3 Jan 2026

Bibliographical note

Publisher Copyright:
© 2026, Gazi Universitesi. All rights reserved.

Keywords

  • Augmented reality
  • Digitalization
  • Gamification
  • Museum experience
  • Visitor interaction

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