Art History Gaming Apps

The Tate Worlds App is Minecraft from an Art History Perspective

A new digital initiative from Tate, Tate Worlds is an ingenious app that melds the world of Minecraft with artwork from Tate's collection. The innovative app offers a totally new way to explore the Tate collection that borders on augmented reality.

The Tate Worlds app will feature several maps created through the partnership that are based on several pieces from the Tate collection. Throughout 2015, eight different games inspired by eight pieces will be released individually.

This unique application of digital technology and art history is targeted at children and is a clever and engaging ways to introduce kids to art. In particular, it's a great option for parents looking to provide kids with a video game that isn't at all centered around violence.

Art History Gaming Apps
Combining digital technology and art history to create new, engaging ways to experience art and cultural experiences.
Augmented Reality Exploration
Using digital tools to offer new augmented reality exploration of art and cultural collections and experiences.
Educational Gaming and Cultural Tourism
Creating educational gaming experiences to promote cultural tourism and engagement with museums and art institutions.

Where This Applies

Art and Museum Institutions
Opportunities for museums and art institutions to leverage digital technology as a way to engage audiences and create new educational experiences.
Video Game and App Development
Opportunities for video game and app developers to collaborate with museums and art institutions to create engaging educational games and augmented reality experiences.
Tourism and Travel
Promoting cultural tourism and travel by leveraging digital tools to create educational gaming experiences that allow tourists to engage with art and cultural institutions in new and interesting ways.
SCORE
1.8 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 23%
Activity 23%
Freshness 8%