Research Article

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

Volume: 39 Number: 1 December 20, 2025
TR EN

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

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 conducted between the museum experience achieved through traditional museum methods and that achieved through a gamified AR application. Selected exhibition objects were digitized using photogrammetry and LiDAR. The gamified AR-based application, developed with digital exhibition objects, aims to provide visitors with a more interactive, fun, and memorable experience by digitizing the historical narratives of the selected toys. User experience data was collected through surveys to assess the development of visitor engagement, learning processes, and post-visit retention. These surveys evaluated how interaction, learning processes, emotional connection, and post-visit retention were enhanced. The study concluded 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.

Keywords

Supporting Institution

Istanbul Technical University

Project Number

MYLB-2023-45084.

Ethical Statement

Istanbul Technical University Social and Human Sciences Research and Publication Ethics Committee, dated 13/11/2023 and numbered 146

Thanks

This research is an outcome of a Master’s Thesis in Istanbul Technical University Game and Interaction Technologies program, titled as “Enhancing museum experience with gamified augmented reality: Istanbul Toy Museum” in 2025, also supported by ITU BAP MYLB-2023-45084.

References

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  7. [7] Hakvoort, G., Ch’ng, E., Beale, R., “The Museum Environment: A Complex Community of Objects, People and Devices”, International Journal of Heritage in the Digital Era, 1: 119-124, (2012). DOI: 10.1260/2047-4970.1.0.11
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Details

Primary Language

English

Subjects

Entertainment and Gaming, Virtual and Mixed Reality, Graphics, Augmented Reality and Games (Other)

Journal Section

Research Article

Early Pub Date

December 20, 2025

Publication Date

December 20, 2025

Submission Date

August 27, 2025

Acceptance Date

November 24, 2025

Published in Issue

Year 2026 Volume: 39 Number: 1

APA
Akalın, B., Güleç Özer, D., & Akçay Kavakoğlu, A. (2026). Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum. Gazi University Journal of Science, 39(1), 255-268. https://doi.org/10.35378/gujs.1772906
AMA
1.Akalın B, Güleç Özer D, Akçay Kavakoğlu A. Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum. Gazi University Journal of Science. 2026;39(1):255-268. doi:10.35378/gujs.1772906
Chicago
Akalın, Beliz, Derya Güleç Özer, and Ayşegül Akçay Kavakoğlu. 2026. “Improving Museum Interaction With Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum”. Gazi University Journal of Science 39 (1): 255-68. https://doi.org/10.35378/gujs.1772906.
EndNote
Akalın B, Güleç Özer D, Akçay Kavakoğlu A (March 1, 2026) Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum. Gazi University Journal of Science 39 1 255–268.
IEEE
[1]B. Akalın, D. Güleç Özer, and A. Akçay Kavakoğlu, “Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum”, Gazi University Journal of Science, vol. 39, no. 1, pp. 255–268, Mar. 2026, doi: 10.35378/gujs.1772906.
ISNAD
Akalın, Beliz - Güleç Özer, Derya - Akçay Kavakoğlu, Ayşegül. “Improving Museum Interaction With Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum”. Gazi University Journal of Science 39/1 (March 1, 2026): 255-268. https://doi.org/10.35378/gujs.1772906.
JAMA
1.Akalın B, Güleç Özer D, Akçay Kavakoğlu A. Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum. Gazi University Journal of Science. 2026;39:255–268.
MLA
Akalın, Beliz, et al. “Improving Museum Interaction With Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum”. Gazi University Journal of Science, vol. 39, no. 1, Mar. 2026, pp. 255-68, doi:10.35378/gujs.1772906.
Vancouver
1.Beliz Akalın, Derya Güleç Özer, Ayşegül Akçay Kavakoğlu. Improving Museum Interaction with Gamified Augmented Reality: A Case Study of the Istanbul Toy Museum. Gazi University Journal of Science. 2026 Mar. 1;39(1):255-68. doi:10.35378/gujs.1772906