Interactive Museum Experiences

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The Louvre and Nintendo Team Up to Enhance Exhibits

The Louvre and Nintendo have teamed up to give visitors the ultimate digital media museum experience. Since only 4 percent of the Louvre's visitors use the museum's audio guide, it has enlisted the help of Japanese game company Nintendo to enhance customer engagement.

Nintendo has donated 5,000 of its 3DS consoles (personal gaming consoles that let users see 3D images -- no geeky glasses necessary) to the Louvre, says PSFK. With the Louvre and Nintendo initiative, a visitor of the Louvre can use the 3DS console to choose a themed tour, navigate his way easily through the museum and listen to commentary on the museums exhibits.

The Louvre also offers its visitors other interactive applications for smartphones and tablets that allow users to retrieve pictures of museum exhibits and also get more information about items in which they're interested.
Trend Themes
1. Digital Museum Experiences - The collaboration between The Louvre and Nintendo highlights the trend of enhancing museum visits through digital technologies.
2. Interactive Audio Guides - The use of Nintendo's 3DS consoles at The Louvre demonstrates the trend of interactive audio guides for enhancing customer engagement.
3. Mobile Apps for Museums - The availability of interactive applications for smartphones and tablets at The Louvre showcases the trend of utilizing mobile apps to enhance visitor experiences in museums.
Industry Implications
1. Gaming - The collaboration between The Louvre and Nintendo presents disruptive innovation opportunities for the gaming industry to expand into the realm of cultural and educational experiences.
2. Tourism - The integration of digital technologies at The Louvre presents disruptive innovation opportunities for the tourism industry to provide more interactive and engaging experiences for visitors.
3. Technology - The use of digital technologies and interactive applications at The Louvre highlights disruptive innovation opportunities for the technology industry to revolutionize cultural institutions and educational settings.

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