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The article analyzes the problem of encouraging modern young people to visit museums using the example of the Vladimir K. Arseniev Museum of Far East History. The study emphasizes the relevance of incorporating interactive technologies into museum activities, facilitating the perception of a large amount of information. The object of the study is museum activities, and the subject is the use of game formats as a means of improving the perception of information in museums. The goal of the study is to theoretically substantiate the development of conceptual foundations for the integration of game formats into museum activities. The research methods include analysis, comparison, analogy, and survey methods. The study clarifies the concept of «game», develops an author’s classification, analyzes museum activities in Vladivostok of Primorskii Krai and proposes a concept for a board game based on a constant museum exhibition. The results confirm the need to integrate innovative methods into museum practice to ensure effective engagement with visitors and preserve cultural heritage in a dynamically changing social context. The scientific significance of the study contributes to elaborate the author’s classification and the algorithm for creation games based on museum exhibitions. In our opinion, the study contributes to a deeper understand- ing of the essence of game formats and their impact on museum activities, particularly in terms of attracting visitors to various exhibitions of the Vladimir K. Arseniev Museum of Far East History..
board game, museum activities, indigenous peoples, young generation, concept, interactive format
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