Abstract
At the beginning of the twenty-first century, digital technologies are radically changing the way young people communicate, learn and spend their free time. Museums, in order not to lose the next generations as visitors, must conform to the new expectations and needs. On a large scale, the museum must address young people, provide a forum for self-expression and participation and advertise itself by new means. On a smaller scale, the style and means of individual exhibitions must change, providing space for activity, emotions and multiple modalities besides text, personalized visits, interactive explorations and self-expression, evoking emotions but meanwhile also fulfilling educational objectives. Digital technologies—by the yet smaller, cheaper and more and more pervasive devices and services—provide ample means to reach these goals. In our article first we provide a conceptual framework, focussing on the Internet generation as new audience and traditional and new functions of museums. We show how digital technologies may be used to reach six major and general goals. For each issue, we discuss concrete recent examples, from international and own projects. Finally, we address the roles in the complex process of design, development and daily operation of digital applications, in the context of a digital strategy for the museum.
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Notes
- 1.
McLuhan, Marshall (1962). The Gutenberg Galaxy: the making of typographic man. Toronto, Canada: University of Toronto Press. p. 293. ISBN 978-0-8020-6041-9.
- 2.
Bennett, Karl Maton and Lisa Kervin (2008). The ‘digital natives’ debate: A critical review of the evidence, British Journal of Educational Technology, Volume 39, Issue 5, pp. 773–964.
- 3.
- 4.
A sample of the annual conferences and forums: MuseumNext, Museumandthe Web, MuseumID, …
- 5.
The Daily Telegraph puts forward the progressive attitude of museums in Scandinavia to be followed by institutions in the UK. http://www.telegraph.co.uk/technology/news/11411580/Swedens-cultural-heritage-gets-a-digital-identity-makeover.htm.
- 6.
The study sums up the results of the “Digital Culture and Education” study by 2009, supported by the MacArthur Foundation.
- 7.
Henry Jenkins (ed.), Confronting the Challenges of Participatory Culture: Media Education for the twenty-first Century, MacArthur Foundation, The MIT Press Cambridge, Massachusetts London, England, 2006, 5–6.
- 8.
Same, p. 13.
- 9.
Same, p. 22.
- 10.
Pintér, Róbert, Információs társadalom: utópia vagy valóság? = www.artefaktum.hu/irasok/pinter_inftars.rtf.
- 11.
Buckingham, D. After the Death of Childhood, 2000, Polity Press, Cambridge.
- 12.
Jenkins (ed.), (footnote 8)), xiv, 35–104.
- 13.
Nina Simon, Why Participate? = The Participatory Museum, Santa Cruz, California: Museum 2.0, 2010, i–vi.
- 14.
Ébli Gábor, Évforduló után—merre tovább hazai múzeum kutatás = Uő, Az antropologizált múzeum, Typotex, Budapest, 2009, 154–171, 169.
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- 18.
The app was designed by students of our “Digital Museum” course in 2012, in cooperation with the Museum of Fine Arts in Budapest.
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Ruttkay, Z., Bényei, J. (2018). Renewal of the Museum in the Digital Epoch. In: Bast, G., Carayannis, E., Campbell, D. (eds) The Future of Museums. Arts, Research, Innovation and Society. Springer, Cham. https://doi.org/10.1007/978-3-319-93955-1_10
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