Playful museum experience – BalticMuseums: LoveIT! develops cloud based gamification service

What do fifty youngsters do on a Saturday night? Hack for BalticMuseums! In the project BalticMuseums: LoveIT! new event formats in museums help getting inspiring ideas of gamified apps. The team of nine partners in the South Baltic Region develops tours for visitors’ smartphones – with a focus on gamification elements. The developed IT tools will be open source and marketed under a common brand - open to be joined by other museums and touristic attractions: maybe you?

Baltathon final ceremony at BalticMuseums Hackathon event in Gdynia 2018 ©Weronika Podlesińska

Baltathon participants discussing ideas for apps during BalticMuseums Hackathon event in Gdynia 2018 ©Weronika Podlesińska

Baltathon participants test their prototype at BalticMuseums Hackathon, Gdynia 2018 ©Weronika Podlesińska

Museums and science centers, non-government organizations and research institutions from Poland, Denmark, Sweden, Lithuania and Germany, cooperate in the project ‘BalticMuseums: Love IT!’. The nine project partners address the current trends of Bring Your Own Device (BYOD) and gamification, applying it to tourist attractions in the South Baltic Region. Led by the University of Szczecin, the project consortium establishes a new brand to jointly promote the developed gamified services for the smartphones of visitors. The application of IT-enabled services in museums and attractions is nowadays a quality attribute. The major challenge is the rapid development of both technology and consumer expectations. To turn this challenge into an opportunity, the project will develop inspiring, though practical solutions, to be used first by the project consortium members and, later, also by other tourist attractions.

BYOD Tours – Multilingual Bring Your Own Device (BYOD) tours with gamification elements

The project team sets up multilingual gamified tours for the visitors’ smartphones. Based on the partners’ needs, a generic framework for gamification of tourist attractions was derived. A cloud-based system conforming to the guidelines of this framework was developed by the University of Szczecin to enable project partners to easily add gamification elements (e.g. earning badges or collecting points for visiting certain places or solving quizzes) to the eGuide tours they develop. The launch of the first version of the BYOD eGuide tours is planned for mid of 2019.

Working with a user-centric design process, the project hosts special brainstorming and programming events – Baltathons, (a name derived from a combination of ‘Baltic’ and ‘hackathon’) taking place directly in the premises of the tourist attractions. The creative ideas generated during these events feed into the gamified apps later on. Three Baltathons were hosted in Poland, Lithuania and Sweden – the next is to come on 18-19 May 2019 in Greifswald.

  • Interested in museum apps and gamification? Contact us!

KNOWLEDGE – Knowledge Base to spread the knowledge generated in the project

Experiences made during the project, e.g. in setting up hackathons, are captured continuously. Moreover, experts in digital projects in a museum and touristic environment are invited to online sessions, which are recorded and made available online.

BRAND & NETWORK – Joint brand to market the IT products and enlarge the network

A brand will be introduced to make the new gamified products better recognizable and marketable. The project consortium encourages other attractions to make use of the tools, the findings and the brand.

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Attractions love IT and visitors love it!

The three-year project is co-financed by the European Regional Development Fund within the Interreg South Baltic Programme.
Further information:



Prof. Jakub Swacha
al. Papieża Jana Pawła II 22a
70-453 Szczecin