Abstract
Edutainment, namely, education and entertainment, has become an important part of the museum experience. Previous research has discussed the significance of edutainment in museums, but there is still a need to explore the effectiveness of edutainment activities through specific system designs and evaluations in real-world museum contexts. This study focuses on board games as an edutainment means. We identified three types of activities that are highly relevant to a board game: playing, learning, and socializing, and proposed a Playing–Learning–Socializing (PLS) framework for museum edutainment. Based on this framework, we designed a board game, Museum Monopoly (Mu-nopoly), and evaluated the edutainment effectiveness of two board game mediums, Card and Augmented Reality (AR). We conducted a between-group experimental study evaluating the use of Card and AR in Mu-nopoly, measuring users’ perceptions of playfulness, learning effectiveness, and social presence. With a comprehensive evaluation, the results provided detailed insights into the edutainment effectiveness of both conditions, showing that the Card condition better supported the sensory and imaginative immersion and allowed a greater sense of flow. This study provides design guidelines and brings insights into the interaction design and edutainment research in museums and cultural heritage.
| Original language | English |
|---|---|
| Number of pages | 12 |
| Journal | IEEE Transactions on Computational Social Systems |
| DOIs | |
| Publication status | Published - 3 Feb 2026 |
Keywords
- Augmented Reality
- Cultural Heritage
- Edutainment
- Serious Game
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver