The aim of this project is to provide potential museum visitors with a digital product that lets them dive into the history of writers’ personas before the physical visit to the museum. This aim was fulfilled by incorporation of gamification mechanics and other scenarios of virtual interaction via a web interface.
Оганисян Е.К., Романовская А.А. (науч. рук. Беляк Г.Н.) Implementation of participatory practices and design of scenarios for virtual interaction with the museum space: case of the "Pushkin House" museum // Сборник тезисов докладов конгресса молодых ученых. Электронное издание. – СПб: Университет ИТМО, [2022]. URL: https://kmu.itmo.ru/digests/article/7609