CloudGuide's Blog

Museums and Tics in the era of Social Media

BY Azucena Lozano

In a few days, the Digital Culture AC/E Annual Directory, will be shown up to bring the conclusions about the evolution of the digital trends in the world of culture  in Spain. And it's a happy coincidence, as March is devoted in our blog to Museums and TIC's to announce that our Talking on Culture this month will have Najat Tort, a young researcher at the Girona University as our guest, to tell us about her work about Innovation, Turism and TIC 's in Museums of Barcelona.

            At this time, we only can advance that her findings shall not be too different from what the Mobile Survey October 2013 published about the strategies that 175 british cultural institutions deploy within the use of mobil devices, becoming clear once again that Art and Culture trends are getting more and more global.

            Some of the reasons cited by the museums as boosting for the use of these technologies are the posibilities given as providers of complementary contents as well as atractive new experiences  related to the exhibitions. Searching for  new audiences, keeping them well informed and even most important, to wide the access to disabled publics are essential reasons to choose mobile communication. By the other hand, there are walls which make difficult the introduction or implementation of digital channels, some of then as simple as the absence of a wifi access for public visitors in more than 50% of the institutions surveyed or the lack of personal to manage those issues. Strangely enough, budgetary matters are not so important, according to this british report, but the tailoring of the information to the new media and channels in contents as well as tecnologically.

We can't wait to compare this conclusions to what Dra Tort will bring us related to museums in Barcelona, and share it with you all.

Moreover, we are willing to welcome initiatives such as #MuseumWeek, fostered by Twitter to promote museums all around the world like tate, British Museum, Louvre, Museo del Prado or Guggenheim in a challenge to invite cultural institutions to know and talk directly to their audiences. A good way to create communities that this month will be celebrated from Monday 24th to Sunday 30th with a great success, just like in past editions. 

Now the question is Will you join #Museumweek?

CloudGuide attends 4YFN at the Mobile World Congress

BY Azucena Lozano

The Mobile World Congress is one of the most important, global appointment where it happens an huge amount of things, simultaneously. One of them is the 4YFN Four years from now, an event inside The Event focused on innovation in the mobile sector implying as their motto says, disruption in innovation, which is a tautology itself, but anyway,  a must in this case both necessary and suggestive.

4YFN is an arena where start-ups and projects are there under their own leitmotif: How will the transformation of technologies  change our lifes? Organized under three diferent topics DISRUPTED BY MOBILE, INTERNET OF THINGS Y DIGITAL MEDIA, 4YFN is a bowling pot of young talents with great ideas. In our case, CloudGuide is attending relaying on the possibilities of the mobile in the world of culture. Proud to see the work already made but excited about facing what is ready to come...

That's because being a global company, we know that there are, simultaneously, different scenarios with similar problems. In the case of the spanish market, speaking on smartphones and mobile devices, there is a penetration index next to 54% which is the position 15 in the world ranking. Nontheless, there are no good or even many, the difference in qualitative terms is obvious, iniciatives in museums adressed to take a look at this fact as a tool  for their communication strategy. In the international overview, that another win-over.

So we know that there's a long way to run, but we love to be on the this road

TBA21 opens today 1 of the top exhibitions of the season

BY Azucena Lozano

Thyssen-Bornemisza Art Contemporary’s most ambitious thematic exhibition to date, RARE EARTH is an attempt to define the spirit of our age: an exhibition relating myth, identity, and cosmology to current advances in technology.

Considered by Aesthetica Magazine  as 1 of 10 to see exhibitions of the season, which is something we completely agree, features  17 top artist such as Ai Wei Wei, Guan Xiao, Ursula Mayer or Roger Hiorns.

CloudGuide is the official app to this great exhibition which opens today at 7pm followed by After Party at Fluc from 10.30pm.

Congrats TBA21 for another awsome exhibition!

Gamification and the memorable experiences

BY Azucena Lozano

Today we are talking to Oscar Gª Pañella, Gamification & Serious Games Consultant, Professor & Researcher consultor at ENTI, ERAM, IEBS and  COOKIE BOX in Barcelona and a real gurú in the gamification international scene.

CloudGuide is quite obsessed with making easier the communication between cultural institutions and their audiences. We heared the word Gamification time ago, related to it's possibilities as a tool addressed to  enforce our concentration and learning skills, linked to the idea of playful learning, which joins together pedagogical approachs to creative knowledge. We found really interesting to find the way to apply this innovative concept to our grasping way to link Communication in Culture

So Oscar answered our questions in the gardens of the University of Barcelona, during a break time at the BA in Design and Developement of Videogames at the ENTI, where he teaches and coordinate the first degree in Catalonia, and gave us some clues about the use of that not so new gamification strategies, updated to splash with a fresh air differents areas of Knowledge, not just in Arts and Culture.

So Let's us talk, finally, about Gamification

Cloudguide: What is Gamification for you? 

Oscar: Gamification is a very organic concept that has to do with memorable experiences, products and services that have already been conceptualized but maybe just not work or might work better or does not get that users or employees, it depends, do what you want and above all, do so because they want to. At the end , Gamification will be the enforcement of game design in a context that does not have to be playful but is to be improved in terms of memorability to get people to do things that are connected with what you want and do so because they desire and not (because) they feel forced. 

C: Why do we hear of Serious Games and fun games?

O: I prefer to speak of Applied Games: instead of saying Serious Games, Applied Games. What happens is that in the whole world is already the determined label. It seems that Serious Games is a contradiction because if it's a game and it is memorable, it has to be fun and it seems that serious need to go against funny; probably that's the error: the opposite of funny is not serious, it's boring. A Serious Game can be hilarious but also super efficient, super rigorous  and adressed to what you want to achieve. 

C: How do we build an effective and both funny strategy in gamification? 

O:There are some phases that are segmenting and knowing your audience,  know what kind of players are, what they want to play, what are the verbs, motivators, the dynamics that have to do with what they like to do; from these verbs you have to assemble sinergies, activities which are essentially funny and it has to do with making the task they say these verbs. To mount these mechanical elements we have to select some game elements and splash them with some storytelling, a story, an epic, a universe of fiction / non-fiction, with characters, etc. Besides all that, I have to connect to a map of rewards, a pointification algorithm with a feedback so that people feel constantly informed and always beyond balancing. You have to do a lot of testing, you have to play many times. There is no other way to make a game.

C: Does it always have to be a prize as an incentive to call for participation?

O: Prizes work with people who are more purely player, with people who always likes to play, but most people are not willing to participate and only play at certain times. (In this case), you have to appeal to other motives because rewards do not work. You have to allow them to explore, share, make decisions and solve challenges and to make them feel intellectually stimulated and encouraged.

C: How do you rate gamification initiatives aimed at young people in museums?

 O: I think the content of museums is super important but is not designed for this audience. Because neither aesthetically, formally, nor in the expression, or artistic or audiovisual level, it's fitted for this audience, for this youth. It's not about saying "we made a powerpoint" or "we made a video," it is you look at what they consume and somehow, tune in.

And he just let us thinking about the last time we had a memorable experience while visiting an art exhibition in a museum or cultural center...



New Year, new proposals for CloudGuide's blog

BY Azucena Lozano

There is a new proposal this year for our CloudGuide blog we want to share with you. We are drafting a new publication's schedule with a whole range of topics related to the values and points of interest of CloudGuide, which will be published as interviews, conversations, talks between professionals...

We have started on January by working on Education as a tool for comunication, knowledge spreading and the human developement of the communities. On February we will focus on Gammification, March is the month devoted to Communication in Culture, Abril is for New Technologies and we are just heating the oven!

We think on twelve big sections of topics to invite you to participate with comments, opinions and suggestions and of course, new topics that you would like to see in our blog.

We hope you like it as much as we are thrilling doing it.

Supported by

Booking Booster
European Commission Seal of Excellence
Ministerio de Educación, Cultura y Deporte
Techstars Paris