Discovering museums through games and stories


Teens (and adults) could easily be engaged by harnessing the cultural content aspects of museums along with a strong story line into a pervasive game.

Vanessa Cesário, Project Researcher
Muestory's word has roots in the words of museum and story. With Muestory, visitors are able to explore museums' spaces in a fun and didactic way through stories in a gamified environment of a treasure hunt. They simply need to:
1) go to the location that the clue is related to;
2) find out the related challenge;
3) unlock the related reward;
4) get the next clue and keep playing under this framework!
This Muestory research aims to enhance museum experiences for younger audiences. The overall objectives of the work are to design, develop and study interactive storytelling and gamification experiences in museums, focusing in particular on delivering pleasurable and engaging experiences for teens of 14-17 years old. We plan to make use of interactive technologies and digital media as well as participatory design with teens in order to achieve an enjoyable museum experience for them.

I’m excited about making museums’ spaces more interactive!

Vanessa Cesário
PhD Candidate in Digital Media / Cultural Management Expert

Museums are alive...and if not, MAKE them!

Valentina Nisi
Interactive Narratives Expert

Exploring our cultural heritage is fun. Learn by playing!

António Coelho
Serious Games Expert

Talking in real-time with the past inspires the future giant steps!

Marko Radeta
User Experience Expert


Learn from the past, live in the present, plan for the future.

Audrey Farrell (1995)
Problem statement: What are the guidelines for combining digital storytelling and gamification in order to enhance the museum experience of younger visitors?
Hypothesis: Digital experiences empowered by gamification elements would engage the young museum audience (age: 14-17), enhance their enjoyment of the visit and foster the return of the same visitors to the museum.

The design of the door should indicate how to work it without any need for signs, certainly without any need for trial and error.

Don Norman (2014)
Our project process is composed of several stages matching the design research process; namely, preliminary research and specifications gathering, ideation, concept design, prototyping, testing and refinements. In addition, participatory design of these museums' experiences would be made with our target audience.
Subsequently, the development of designed iterative mobile prototypes and documentation of the whole design work (low-fidelity and high-fidelity wireframes) will be made. Once the design prototypes are finalized, we will reach the technical development stage in order to evalute the flow of teens at the selected museum.

Stories are how we experience life, so it makes perfect sense that storytelling is a skill that content marketers need to have.

Ardath Albee (2016)
Stories would be crafted as fragments of audiovisuals which would be used to guide and motivate the user. The main topic is chosen by the museum, then our creative team would create a narrative arround it.
These stories would be picked according to what needs to be learned (legends, fiction, documentary) and would need to be in a multimedia audiovisual format in order to be distributed in specific outdoor or indoor locations where the digital experience path has been designed.

Play is widely perceived not as the opposite of work, but as an accepted form of learning.

Blanchard & Cheska (1985)
Gamification is used as a different strategy to bring new visitors and to entertain regular visitors to museums. The concept of gamification, which dates back around 2008 is associated with the use of game elements in non-game contexts.
For players and educators, the power and appeal of games comes from its capability to generate intrinsic motivation in the players. With this capacity to engage, playing becomes something absorbing, immersive and hence much more memorable and meaningful to the player.

All that is valuable in human society depends upon the opportunity for development accorded the individual.

Albert Einstein
Our prototypes use Estimote Beacons for indoor location. In essence, they are battery powered Bluetooth Low Energy transmitters used for proximity sensing which can be easily attached to walls or objects in the physical world. These proximity technologies detect human presence through triangulation and can trigger pre-programmed actions delivering contextual and personalized experiences.
Through our mobile applications, visitors will have access to the museums’ games and will play it in order to visit and engage with the exhibitions. Once the prototypes are developed, they could be used for engaging another audiences instead of only teens, such as children and adults.

Why us?

We’re creative

We can think about and develop a story coupled with game elements just for your own institution.

We have magic

We can easily find mutual interests to create a seamless environment between us and our partners.

We’re storytellers

We know how to tell a good story. We have a team with strong research and works developed about storytelling.

We’re gamers

We know how to construct a game. We have a team with strong background in developing serious games.

We love minimalism

We make it simple, appealing and enjoyable.

We’re friendly

We love to make friends! Museums, schools, children, teachers, parents… and all of the curious people over there.

What people say?

The implementation of such technology in museums would strongly influence children’s motivations, where they would be able to learn in an enjoyable and didactic manner.

Teacher of 1st Cycle of Portuguese Basic Education
School of Estreito de Câmara de Lobos (Madeira Island)

What people say?

Sometimes it is hard to catch a child’s attention. If technology made paying attention more appealing, it would certainly be more useful.

School Director
School of Jardim da Serra (Madeira Island)

What people say?

If it is dynamic, it is more interactive. And if it is more interactive, it is more fascinating , more motivating and appealing for students.

English Teacher
School of São Gonçalo (Madeira Island)

What people say?

It is a well known phenomenon that everything that is animated is capable of capturing a child’s attention.

Superior Technique of Schools’ Library
School of Faial – Funchal (Madeira Island)
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Call us
+351 967 972 390
Madeira Interactive Technologies Institute
Tecnopolo, floor -2
Caminho da Penteada, 9020-105 Funchal, Portugal

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