For the first time, the British Museum has seen its artefacts come to life, thanks to a new app by Gamar, an innovative technology firm based at Innovation Warehouse that has developed a software to enhance the museum-going experience for younger, technology savvy generations by ‘gamifying’ the learning experience.
Set to change the way visitors learn and interact with real-life objects and environments, Gamar’s technology triggers interactive, augmented reality gaming experiences that are played through smart phones and tablets. Gamar uses unique environment learning and mapping technology to bring augmented reality to the public sphere.
The British Museum will be using the technology Gamar has developed that allows museum-goers to superimpose graphics over what they see through the lens of their device so youngsters not only learn about the stories and history behind exhibits, but are also challenged with problem solving games. The Gamar app enables people to play with this technology in top attractions for the first time.
Gamar will re-invent the visitor experience in the UK
As Chris Michaels, Head of Digital Media and Publishing at the British Museum, declares, “The British Museum is committed to finding and providing new ways for visitors to explore our galleries. Apps like those produced by Gamar allow a different kind of learning experience whilst remaining rooted in the power of objects to inspire and engage audiences.”
Visitors to the Parthenon Sculptures gallery in the British Museum will be able to play the ‘A Gift for Athena’ game which enables visitors to explore the history and story of exhibits through interactive games.
“Our technology maps real world environments as data, from all angles, enabling us to create and superimpose digital experiences that are natural and that interact with their surroundings,” explains Venu Tammabatula, Founder of Gamar. “The launch of our game creation platform will empower organisations and brands to design and publish their own games, through which they’ll be able to engage customers and visitors on a whole new level.”
Lee Briggs, Partner and Creative Director for Gamar, says that “the overwhelming success of the software pilot earlier this year has shown the growing power of handheld technology to unlock and truly maximize the experience visitors can enjoy at museums and other real world attractions.”
The technology was piloted in the V&A Sackler Centre earlier this year, to coincide with the V&A and Qatar Museums Authority Pearls exhibition, and met with overwhelming success, with over 2,000 visitors playing the game in just one week.
Gamar intend to build a network of entertaining and educational games for families and tourists, playable with the Gamar app at iconic locations throughout London. Future game locations include entertainment parks, visitor attractions, zoos, art galleries, museums, and heritage sites.
Watch the Gamar app with the British Museum game featured on BBC London News:
Gamar was born out of the belief that learning and discovery can be fun, especially when delivered through immersive gaming experiences.
They have been developing technology including visual recognition, gesture control and augmented reality, and in 2013 used this technology to launch games that encourage interaction with real world objects and environments.
Using a framework that enables the creation of games in weeks not months, organisations are now able to create rich visitor/user experiences to build advocacy and drive engagement.
About the British Museum
The British Museum is the UK’s leading visitor attraction. From its foundation in 1753, it has been a museum of the world, for the world, and this idea still lies at the heart of the Museum’s mission today.
The collection tells the stories of cultures across the world, from the dawn of human history, over two million years ago, to the present.