ABSTRACT

This chapter seeks to situate and explore online gaming in the museological context, an area that is currently significantly under-researched. It also focuses on an analysis of 30 online museum games which have been comprehensively coded and analysed. The analysis of 30 games asked questions about, how explicit the narrative elements of each game-story were, and how they related to real-world historical events and encounters; which characters' were prioritised. Museum online games are created for both entertainment and educative purposes, with a view to providing motivation for further exploration of a museum's resources and the topic at hand. Empathy is a big part of many people's relationships with their past' as played out in museum spaces and historic sites. Belman and Flanagan's research into designing video games for empathy reveals some interesting findings that might be helpful here. The chapter discusses thatNg Mrehu puts players in the position of a Mori child in the early twentieth century.