Academic literature on the topic 'Visitors' engagement'

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Journal articles on the topic "Visitors' engagement"

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Popescu, Diana I. "The Potency of Design in Holocaust Exhibitions. A Case Study of The Imperial War Museum’s Holocaust Exhibition (2000)." Museum and Society 18, no. 2 (July 4, 2020): 218–42. http://dx.doi.org/10.29311/mas.v18i2.3357.

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Holocaust exhibitions are known for their unique iconography, often constructed by means of exhibition design. This article focuses on how visitors construct meaning based on display choices made by exhibitions designers. It presents insights from an audience research study which was conducted with young visitors of The Holocaust Exhibition at the Imperial War Museum in London. It addresses how design choices impact on the visitor’s engagement and understanding of the Holocaust Exhibition. By drawing on visitor comments, this article shows that design plays a significant role in shaping visitors’ understanding of the Holocaust, as well as their level of engagement, focus and emotional response. It further makes several practical suggestions, informed by visitor feedback, regarding the development of new Holocaust exhibition designs.
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Zhou, Xiaoli, Chengcai Tang, Xingyang Lv, and Bo Xing. "Visitor Engagement, Relationship Quality, and Environmentally Responsible Behavior." International Journal of Environmental Research and Public Health 17, no. 4 (February 12, 2020): 1151. http://dx.doi.org/10.3390/ijerph17041151.

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Visitor environmentally responsible behavior (ERB) is helpful for promoting the sustainable development of tourist destinations. Existing studies on visitor ERB tend to either focus on restraining visitors’ environmental misconducts or rely on visitors’ psychological factors. Based on the theory of engagement, this paper constructs a theoretical model to explain visitors’ self-conscious ERB. Visitor engagement with the destination is investigated as an independent variable which leads to the improvement of relationship quality and visitor ERB. Relationship quality is explored to mediate the impact of visitor engagement on ERB. In addition, the moderating role of environmental clue on the tested relationships is also examined. This study adopts partial least squares structural equation modeling (PLS-SEM) to investigate a total of 410 valid questionnaires. The results show that (1) visitor engagement with the destination positively affects visitor ERB; (2) relationship quality mediates the impact of visitor engagement on visitor ERB; (3) environmental clue plays a significant moderating role in the effects of engagement and relationship quality on visitor ERB. The study extends theoretical perspectives on visitor ERB and customer engagement, and provides managerially practical value to better understand visitors’ self-conscious ERB.
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Olya, Hossein, Timothy Hyungsoo Jung, Mandy Claudia Tom Dieck, and Kisang Ryu. "Engaging visitors of science festivals using augmented reality: asymmetrical modelling." International Journal of Contemporary Hospitality Management 32, no. 2 (January 27, 2020): 769–96. http://dx.doi.org/10.1108/ijchm-10-2018-0820.

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Purpose This paper aims to explore a complex combination of four realms of the experience economy in formulating memories and satisfaction among festival visitors by using augmented reality (AR), thus engaging visitors in the physical science experience. This study also identifies necessary conditions to achieve desired responses from visitors. Design/methodology/approach Asymmetrical modelling with fuzzy set qualitative comparative analysis (fsQCA) was used to investigate causal recipes of two configurations of the experience economy and evaluation of experience leading to both high and low scores from visitor engagement. Necessary condition analysis was applied to examine necessary predictors in visitor engagement. The proposed configuration model was tested by using data obtained from visitors to science festivals in the UK. Findings Five causal recipes explained the complex conditions in which visitors were more likely engaged in AR. Aesthetics, education, entertainment and satisfaction were necessary for high engagement among festival visitors. Research limitations/implications The results from fsQCA and analyses of necessary conditions help festival organizers improve visitor satisfaction and engagement in a memorable AR experience. Originality/value This empirical study deepens current festival understanding of how visitors experience AR by exploring combinations of complex configurations of the experience economy and evaluations of visitor experience based on memories and satisfaction. Unlike symmetrical approaches, asymmetrical modelling by using fsQCA can explore recipes for both high and low scores of visitor satisfaction and engagement. This is the first empirical study investigating necessary predictors of festival visitor behaviour.
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la Cuadra, Miguel Trigo-De, Natalia Vila-Lopez, and Asunción Hernandez-Fernández. "Could gamification improve visitors’ engagement?" International Journal of Tourism Cities 6, no. 2 (November 6, 2019): 317–34. http://dx.doi.org/10.1108/ijtc-07-2019-0100.

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Purpose The experiences are the basis of the tourist sector and the creation of unique and unforgettable ones allows the differentiation from the competition. The purpose of this paper is to analyze the effects of the experience when visiting a zoo on our emotions and how they influence our (positive and/or negative) behaviors and to investigate whether an innovation (gamification programs) could be used to intensify the relations proposed. Design/methodology/approach The authors collected the experiences lived by 242 visitors in BIOPARC Valencia (a zoological park). Two subsamples were identified: 166 insatiable tourists who expressed that the gamification would complete their experience, and 76 conventional tourists who indicated that the current experience did not need any kind of improvement. Findings The results show that some of the proposed relationships are more tenuous among the insatiable visitors, defenders of gamification, which allows the authors to verify the possibilities offered by gamification. Originality/value First, although the impact of experiential modules on emotions and behaviors has already been investigated, as far as behavioral effects are concerned, the difference between positive behaviors (loyalty) and negative behaviors (complaints and claims) has not been addressed. Second, the relationship between both types of behaviors (positive and negative) in this sector has not been studied to date. Finally, although the literature recognizes the impact of technology and its importance as an instrument of experiential marketing, its empirical exploration remains uninvestigated. Indeed, to date, the willingness of consumers to adopt gamified strategies to improve their tourism experiences has not been investigated.
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Davies, Naomi, Ellie Sowerby, and Bridget Johnson. "Assessing the Impacts of Engaging with a Touch Table on Safari Park Visitors." Journal of Zoological and Botanical Gardens 2, no. 3 (July 14, 2021): 370–81. http://dx.doi.org/10.3390/jzbg2030026.

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Modern zoos are increasingly viewed as educational facilities, with informal education programmes attempting to engage with visitors through a wide variety of methods. A ‘touch table’ consists of two collapsible tables which display a variety of artefacts to the public. This study investigated visitor engagement with touch tables alongside types of conversations being initiated by visitors. Covert observations recorded the type of groups visiting, their dwell time, perceived engagement level and the types of interactions and conversations they were initiating at the touch table. Dwell time was affected by the season, member of staff present, type of group visiting the touch table and engagement level of the group. Engagement level was also affected by group type. Longer average dwell time and higher engagement levels were displayed at a long-established touch table location, whereas more visitors engaged at the touch table when it was at a new location with predicted high footfall. Here, 68.3% of visitors initiated ‘surface level’ conversation, 27.2% initiated ‘deeper level’ conversation and 89.6% initiated ‘other’ conversation. This study resulted in touch table offerings being adapted to further increase their effectiveness as an informal education tool and to suggests ways in which touch tables can continue in a post COVID-19 world.
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Dudley, Lachlan. "‘I think I know a little bit about that anyway, so it’s okay’: Museum visitor strategies for disengaging with confronting mental health material." Museum and Society 15, no. 2 (July 12, 2017): 193–216. http://dx.doi.org/10.29311/mas.v15i2.839.

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Visitor engagement at museums is an area that has received significant attention from museum practitioners and academics over the last decade. However, very few studies have sought to understand how and why visitors may actively employ strategies to shut down attempts to elicit deep emotional engagement with museum material and messages. This paper looks at an exhibition in a major museum in Australia that discusses mental health and illness. It discusses the high rates of emotional disengagement that were found amongst 172 visitors who were faced with emotionally confronting material and argues that emotions enabled, as well as hindered, constructive, critical reflection amongst visitors.Key words: Mental-health, Museums, Engagement, Disengagement, Empathy
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Lundgren, Lisa, Kathryn Stofer, Betty Dunckel, Janice Krieger, Makenna Lange, and Vaughan James. "Panel-based exhibit using participatory design elements may motivate behavior change." Journal of Science Communication 18, no. 02 (February 5, 2019): A03. http://dx.doi.org/10.22323/2.18020203.

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Meaningful science engagement beyond one-way outreach is needed to encourage science-based decision making. This pilot study aimed to instigate dialogue and deliberation concerning climate change and public health. Feedback from science café participants was used to design a panel-based museum exhibit that asked visitors to make action plans concerning such issues. Using intercept interviews and visitor comment card data, we found that visitors developed general or highly individualistic action plans to address these issues. Results suggest that employing participatory design methods when developing controversial socio-scientific exhibits can aid engagement. We conclude by recommending participatory strategies for implementing two-way science communication.
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Pierdicca, Roberto, Manuel Marques-Pita, Marina Paolanti, and Eva Malinverni. "IoT and Engagement in the Ubiquitous Museum." Sensors 19, no. 6 (March 21, 2019): 1387. http://dx.doi.org/10.3390/s19061387.

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In increasingly hyper-connected societies, where individuals rely on short and fast online communications to consume information, museums face a significant survival challenge. Collaborations between scientists and museums suggest that the use of the technological framework known as Internet of Things (IoT) will be a key player in tackling this challenge. IoT can be used to gather and analyse visitor generated data, leading to data-driven insights that can fuel novel, adaptive and engaging museum experiences. We used an IoT implementation—a sensor network installed in the physical space of a museum—to look at how single visitors chose to enter and spend time in the different rooms of a curated exhibition. We collected a sparse, non-overlapping dataset of individual visits. Using various statistical analyses, we found that visitor attention span was very short. People visited five out of twenty rooms on average, and spent a median of two minutes in each room. However, the patterns of choice and time spent in rooms were not random. Indeed, they could be described in terms of a set of linearly separable visit patterns we obtained using principal component analysis. These results are encouraging for future interdisciplinary research that seeks to leverage IoT to get numerical proxies for people attention inside the museum, and use this information to fuel the next generation of possible museum interactions. Such interactions will based on rich, non-intrusive and diverse IoT driven conversation, dynamically tailored to visitors.
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Nubani, Linda, Alyssa Puryear, and Kristy Kellom. "Measuring the Effect of Visual Exposure and Saliency of Museum Exhibits on Visitors’ Level of Contact and Engagement." Behavioral Sciences 8, no. 11 (October 28, 2018): 100. http://dx.doi.org/10.3390/bs8110100.

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This paper examines visitors’ movement patterns at the Broad Museum designed by Zaha Hadid. Characterized with free, open, and generally unbound spaces, visitors explore a curated exhibition at their own pace, route, and agenda. Unlike most other public environments, a museum lends visitors greater choice and control, and does not hold the social or spatial expectations of other facility types that might subject the visitor’s path of travel. In this study, 72 visitors were observed. A space syntax-based visibility graph analysis (VGA) was then performed to compute the visibility exposure and the spatial position of each exhibit within the museum. Negative binomial regression was used to look at the effects of spatial variables on visitors’ wayfinding, contact, and engagement with the pieces. Results showed that both the amount of visibility area around each exhibit, and its spatial position measured using space syntax techniques explained why visitors established a contact with the piece and their wayfinding behavior. Interestingly, however, the saliency of exhibits along with spatial variables were both strong predictors for why people arriving in groups split to engage with that particular exhibit. The simulation used in this study could be useful in curatorial decisions.
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Perdue, Bonnie M., and Bailea Robinson. "Does Exposure to Animal Cognition Research Influence the Zoo Visitor Experience?" Animal Behavior and Cognition 8, no. 4 (November 1, 2021): 601–18. http://dx.doi.org/10.26451/abc.08.04.11.2021.

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Zoos average about 183 million visitors per year, which makes them a major source for educating the public due to the diverse and wide-ranging demographic that visit. Zoos are increasingly a source of scientific research in a variety of subfields, including animal cognition, although much of this research takes place behind the scenes. Bringing this research to the public perspective has the potential to increase engagement of zoo visitors. However, it is not always possible to show live research, but videos have been found to be an effective educational approach in other domains. Here, we presented a brief video illustrating cognitive research involving sun bears at Zoo Atlanta to determine the potential effect on visitors. We measured several aspects of visitor behavior (stay time and actual behaviors in the exhibit), attitudes (towards both animal research and educational technology), and knowledge gained at the exhibit. We also presented a control video that focused on sun bear enrichment to tease out whether potential effects on visitors were related to the research focus of the video, or merely an effect of a video playing in the exhibit space. Visitor behavior, attitudes, and knowledge were determined by observing a randomly selected visitor’s behavior throughout their time in the exhibit space, and then requesting completion of a survey when they exited the exhibit (N = 148). We compared various aspects of behavior, attitudes, and knowledge across the Scientific Video, Enrichment Video, and No Video conditions. There were no differences between the Scientific Video and the Enrichment Video conditions; however, some differences were found between visitors who experienced a video during their visit (scientific or enrichment video) versus those who did not. Attitudes towards technology in the exhibit space were generally positive. There was also a significant correlation between visitor stay time (overall time spent in the exhibit space) and knowledge gained. Visitors learning about research in zoos remains important, but it is unclear if a video is a sufficient means to share that information.
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Dissertations / Theses on the topic "Visitors' engagement"

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Chowdhury, Urmee. "An exploration of adult visitors' engagement in suburban neighbourhood park settings." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235149/1/Urmee%2BChowdhury%2BThesis%281%29.pdf.

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Using an exploratory research design approach, this thesis aims to provide in-depth knowledge of adult visitors’ engagement in suburban neighbourhood parks. This research explored adult visitors’ behaviours and activities in park settings with integrated qualitative and quantitative analysis from the objective and subjective data. The findings revealed that adults engaged differently in the park spaces when compared by age groups, and multiple factors affecting park use could create opportunities for the social sustainability of the neighbourhood. The outcomes of this research are a contribution to park design and behavioural studies and have practical implications for leisure, urban and health studies.
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Gu, Mini. "Engaging Museum Visitors through Social Media: Multiple Case Studies of Social Media Implementation in Museums." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1325275682.

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Gerrard, David M. "Does the way museum staff define inspiration help them work with information from visitors' Social Media?" Thesis, Loughborough University, 2016. https://dspace.lboro.ac.uk/2134/22350.

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Since the early 2000s, Social Media has become part of the everyday activity of billions of people. Museums and galleries are part of this major cultural change - the largest museums attract millions of Social Media 'friends' and 'followers', and museums now use Social Media channels for marketing and audience engagement activities. Social Media has also become a more heavily-used source of data with which to investigate human behaviour. Therefore, this research investigated the potential uses of Social Media information to aid activities such as exhibition planning and development, or fundraising, in museums. Potential opportunities provided by the new Social Media platforms include the ability to capture data at high volume and then analyse them computationally. For instance, the links between entities on a Social Media platform can be analysed. Who follows who? Who created the content related to a specific event, and when? How did communication flow between people and organisations? The computerised analysis techniques used to answer such questions can generate statistics for measuring concepts such as the 'reach' of a message across a network (often equated simply with the potential size of the a message's audience) or the degree of 'engagement' with content (often a simple count of the number of responses, or the number of instances of communication between correspondents). Other computational analysis opportunities related to Social Media rely upon various Natural Language Processing (NLP) techniques; for example indexing content and counting term frequency, or using lexicons or online knowledge bases to relate content to concepts. Museums, galleries and other cultural organisations have known for some time, however, that simple quantifications of their audiences (the number of tickets sold for an exhibition, for example), while certainly providing indications of an event's success, do not tell the whole story. While it is important to know that thousands of people have visited an exhibition, it is also part of a museum's remit to inspire the audience, too. A budding world-class artist or ground-breaking engineer could have been one of the thousands in attendance, and the exhibition in question could have been key to the development of their artistic or technical ideas. It is potentially helpful to museums and galleries to know when they have inspired members of their audience, and to be able to tell convincing stories about instances of inspiration, if their full value to society is to be judged. This research, undertaken in participation with two museums, investigated the feasibility of using new data sources from Social Media to capture potential expressions of inspiration made by visitors. With a background in IT systems development, the researcher developed three prototype systems during three cycles of Action Research, and used them to collect and analyse data from the Twitter Social Media platform. This work had two outcomes: firstly, prototyping enabled investigation of the technical constraints of extracting data from a Social Media platform (Twitter), and the computing processes used to analyse that data. Secondly, and more importantly, the prototypes were used to assess potential changes to the work of museum staff information about events visited and experienced by visitors was synthesised, then investigated, discussed and evaluated with the collaborative partners, in order to assess the meaning and value of such information for them. Could the museums use the information in their event and exhibition planning? How might it fit in with event evaluation? Was it clear to the museum what the information meant? What were the risks of misinterpretation? The research made several contributions. Firstly, the research developed a definition of inspiration that resonated with museum staff. While this definition was similar to the definition of 'engagement' from the marketing literature, one difference was an emphasis upon creativity. The second set of contributions related to a deeper understanding of Social Media from museums' perspective, and included findings about how Social Media information could be used to segment current and potential audiences by 'special interest', and find potential expressions of creativity and innovation in the audience's responses to museum activities. These findings also considered some of the pitfalls of working with data from Social Media, in particular the tendency of museum staff to use the information to confirm positive biases, and the often hidden biases caused by the mediating effects of the platforms from which the data came. The final major contribution was a holistic analysis of the ways in which Social Media information could be integrated into the work of a museum, by helping to plan and evaluate audience development and engagement. This aspect of the research also highlighted some of the dangers of an over-dependency upon individual Social Media platforms which was previously absent from the museums literature.
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Taheri, Babak. "Unpacking visitor engagement : examining drivers of engagement in museums." Thesis, University of Strathclyde, 2011. http://oleg.lib.strath.ac.uk:80/R/?func=dbin-jump-full&object_id=16845.

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A substantial body of literature has examined supply side influences on museum visitors' consumption patterns, stressing the importance of the physical museum environment on visitors' willingness to engage and interact. Previous research in the physical context of museums is mainly focused on the labels, how many exhibits a visitor attends and for how long, but the level of actual engagement has not deservedly been studied. Also, the museum visitor experience has been argued to be influenced by not only the physical environment but also social and psychological factors and the agenda visitors bring with them . This study investigated the visitor agenda in greater detail, examining demand side influences on visitor engagement with museum exhibits, in an attempt to enhance understanding of consumer behaviour in museums from a cognitive perspective. A post-positivism perspective and a mixed-method approach were undertaken as core methodology. First, the main constructs were drawn from a review of the relevant literature on engagement, interaction with museum exhibits, consumer behaviour and further developed by means of 23 in-depth interviews, observations and photographic data with museum visitors to scrutinise how visitors behaved in practice. Second, a structural model (Partial Least Squares), including formative and reflective constructs, was subsequently tested and refined. Data was collected by means of a questionnaire survey among 535 visitors at Kelvingrove Museum and Art Gallery, one of the UK's most visited attractions. Engagement was found to be predicted by prior knowledge of the museum, visitors' level of cultural capital and motivation to be entertained, casting into doubt the relationship between engagement and motivation to learn in museums. The research suggests the need for museums to construct exhibits around the familiar, build connections with visitors prior to their visit through information sharing, and realise more challenging ways to engage those visitors driven by desire to learn. This study makes a contribution to heritage marketing and consumer behaviour studies with regard to exploring the concept of engagement and visitors' interaction. Future research should differentiate types of engagement with regard to museum visitors (e.g. passive/interactive).
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Templeton, Cheryl A. "Museum Visitor Engagement Through Resonant, Rich and Interactive Experiences." Research Showcase @ CMU, 2011. http://repository.cmu.edu/theses/16.

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Museums are vast resources, but much of their information is inaccessible to visitors. Typical labels for artifacts provide few details, making it difficult for non-expert visitors to learn about an artifact, and to find its relevance to other artifacts or to themselves. Although museums have developed interpretive aids such as brochures and audio guides, these are limited and do not offer visitors the possibility to explore artifacts both broadly and deeply as they go through an exhibition. Visitors often have questions that go unanswered or pass through an exhibition without being engaged. As visitors all have their own personal interests and preferences, it would be difficult to offer a usable version of any current interpretive aid that includes all of the information, stories, and related content that each visitor would like. Personal mobile devices provide a platform for interactivity and access to an unlimited amount of information, presentation of rich media, and flexibility for customized experiences both inside the museum and beyond. To bridge the gap between museum collection information and visitor engagement, I propose a framework for increasing engagement through resonant, rich, and interactive experiences mediated by a personal mobile guide, and present a case study and functional prototype mobile guide for the Hall of Architecture at the Carnegie Museum of Art.
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Ross, C. S. "Radical trust works : an investigation of digital visitor generated content and visitor engagement in museum spaces." Thesis, University College London (University of London), 2014. http://discovery.ucl.ac.uk/1458024/.

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Visitor generated content projects are becoming increasingly significant in the development and delivery of engaging visitor experiences in museums in the UK, but the rationale behind them and the impact they are having on not only visitor engagement but also museum practice are not always clear. There is a requirement to understand and articulate the impact of digital visitor co-creation in the museum environment and to discuss the challenges of implementing digital innovation projects in museums and the implications this has on institutional change. This thesis presents an investigation into the potential of digital visitor generated content applications in museum spaces to foster visitor engagement. The study emphasises that in order to develop engaging digital visitor generated content applications, museums must radically trust their visitors. As part of this research two digital visitor generated content systems were designed, tested, implemented and evaluated in three museums in the UK; the Grant Museum of Zoology, UCL, the Imperial War Museum, London and the Imperial War Museum North, Manchester. This thesis discusses the process of inception to evaluation of these applications and considers their impact on visitor engagement and goes on to investigate the challenges they bring to implementing digital innovation in a museum environment. Two key issues came out of the research into digital visitor generated content; the importance of radical trust and the fact that post moderation with digital visitor generated content does work. Additionally this thesis identified a number of challenges about the way that digital innovation projects are conducted and how they could be overcome, and finally some recommendations are offered for museums seeking to undertake digital innovation projects in the future.
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Barriault, Chantal Lise. "Visitor engagement and learning behaviour in science centres, zoos and aquaria." Thesis, Curtin University, 2014. http://hdl.handle.net/20.500.11937/541.

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The purpose of this research was to devise an assessment tool to effectively capture the nature of visitors' learning experiences with live animal exhibits in zoos and aquaria. A comprehensive learning framework was developed and field-tested with a total of 900 visitor. The resulting framework provides researchers and practitioners in zoos and aquaria with a valuable tool to assess the learning impact of exhibits through observable behavioural indicators.
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Montgomery, Susannah Patton. "The Playful Art Museum: Employing Creativity as a Tool for Visitor Engagement." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492031264532918.

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Zwegat, Zoe E. "Diversity, Inclusion, and the Visitor-Centered Art Museum: A Case Study of the Columbus Museum of Art." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1562442682063359.

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Warpas, Katarzyna Bogusława. "Designing for dream spaces : exploring digitally enhanced space for children's engagement with museum objects." Thesis, University of Wolverhampton, 2013. http://hdl.handle.net/2436/304817.

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This thesis presents an investigation into the potential of digitally enhanced exhibition spaces to foster the engagement of children within family groups with museum objects on display, i.e. where physical contact is prohibited. The main focus is on the influence of digital enhancement on visitors’ engagement with artefacts and not on the digital elements themselves. This study has taken the mixed methods approach. It combines ethnographicallyinformed field studies with a design intervention within an overarching methodology of action research. In the review of literature, research from multiple fields including museum studies, interaction design and play research was brought together and examined from the perspective of exhibition design. This led to the development of the Social Dream Spaces Model. This model, which describes how visitors engage with museum objects, was used as the basis for a design intervention aimed at enhancing children’s engagement with exhibited artefacts. In-gallery participant observations were carried out in Bantock House Museum, Wolverhampton. Insights, based on data analysed from the perspective of the Social Dream Spaces Model, were used to develop a prototype of a digitally enhanced space, which was implemented into the existing exhibition. Data gathered in observations before and after the design intervention were compared in order to determine any changes in visitors’ responses to the exhibition. This study demonstrates the benefit of using the Social Dream Spaces Model for designing digitally enhanced exhibition spaces that promote children’s engagement with artefacts and social contact around them. The findings also confirm that designing subtle and nonintrusive digital enhancement can facilitate intergenerational interaction in exhibition spaces.
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Books on the topic "Visitors' engagement"

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M & C (Project : American Association of Museums), ed. Mastering civic engagement: A challenge to museums. Washington, DC: American Association of Museums, 2002.

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1966-, Chung James, and American Association of Museums, eds. Life stages of the museum visitor: Building engagement over a lifetime. Washington, DC: AAM Press, 2009.

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Museum materialities: Objects, engagements, interpretations. London: Routledge, 2010.

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Ignite The Power Of Art Advancing Visitor Engagement In Museums. Dallas Museum of Art, 2011.

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The art of relevance. Rochester Institute of Technology, 2016.

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Engagement Guest Book: Floral Design Signin Guest Book - Visitors Message with Space T Put Photos - Gift Log Tracker Record and Organizer. Independently Published, 2020.

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Engagement Guest Book: Floral Design Signin Guest Book - Visitors Message with Space T Put Photos - Gift Log Tracker Record and Organizer. Independently Published, 2020.

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Juddy l. Juddy l. Finche. Engagement Guest Book: Floral Design Signin Guest Book - Visitors Message with Space T Put Photos - Gift Log Tracker Record and Organizer. Independently Published, 2020.

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Creations, Checklist. Sunflower Bridal Shower: Perfect Flowers Themed Guest Book for Visitors to Signing Write Wishes Messages and Advices to Engagement Couple During the Party with Space for Gift Log. Independently Published, 2019.

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Creations, Checklist. Sunflower Bridal Shower: Yellow&White Cover Perfect Flowers Themed Guest Book for Visitors to Signing Write Wishes Messages and Advices to Engagement Couple During the Party with Space for Gift Log. Independently Published, 2019.

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Book chapters on the topic "Visitors' engagement"

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Tsiftsi, Xenia. "Understanding Visitors' Bodily Engagement with Holocaust Museum Architecture." In Visitor Experience at Holocaust Memorials and Museums, 61–75. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003220626-6.

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Bickmore, Timothy, Laura Pfeifer, and Daniel Schulman. "Relational Agents Improve Engagement and Learning in Science Museum Visitors." In Intelligent Virtual Agents, 55–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23974-8_7.

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Tsita, Christina, Charalabos Georgiadis, Maria Zampeti, Evi Papavergou, Syrago Tsiara, Alexandros Pedefoudas, and Dionysios Kehagias. "An Approach to Facilitate Visitors’ Engagement with Contemporary Art in a Virtual Museum." In Trandisciplinary Multispectral Modelling and Cooperation for the Preservation of Cultural Heritage, 207–17. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-20253-7_17.

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Drivas, Ioannis C., Damianos P. Sakas, and Georgios A. Giannakopoulos. "Display Advertising and Brand Awareness in Search Engines: Predicting the Engagement of Branded Search Traffic Visitors." In Business Intelligence and Modelling, 3–15. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-57065-1_1.

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Prodinger, Barbara, and Barbara Neuhofer. "Never-Ending Tourism: Tourism Experience Scenarios for 2030." In Information and Communication Technologies in Tourism 2023, 288–99. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-25752-0_31.

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AbstractThe advent of recent technological advancements, and particularly, the metaverse, has brought unprecedented opportunities for tourism. The integration of multiple realities extends tourism beyond the traditional chronological classification of pre-travel, during-travel, and post-travel stages. The novel concept of never-ending tourism captures a holistic multi-dimensional experience in which technological solutions are at the foundation to elevate tourism to an on-going, never-ending activity that permeates every day and travel life. This study adopted a futures methods approach through qualitative in-depth interviews and a scenario development supported by a storytelling technique. The findings present three distinct scenarios of never-ending tourism on a spectrum of digital companion, digital escape and digital connection. The scenarios suggest a growing importance of the pre-travel and post-travel phases, while technologies continue support visitors to enjoy the irreplaceable multisensory experiences on site. Towards 2030, the metaverse will enable visitors to mentally teleport themselves to destinations, regardless of time, financial resources and physical abilities. Individuals will seamlessly move between integrated digital and physical realities, where the engagement with travel becomes a part of daily life. The study is novel and original in that it empirically explores the emerging concept of never-ending tourism and contributes to the wider metaverse discourse in the tourism context. Several practical suggestions and future research directions are given to unlock the potential of never-ending tourism in relation to integrated experience design, new business models and long-term customer engagement.
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Parapanos, Demos, and Elina Michopoulou. "How to Design Hotel Gamified Applications Effectively: Understanding the Motives of Users as Hotel Visitors." In Information and Communication Technologies in Tourism 2022, 463–72. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94751-4_43.

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AbstractThe service sector including tourism and hospitality have recognized the need for a turn to a customer-centric approach that primarily values tourists’ needs, wants, preferences and requirements as major determinants in travel decisions. Considering that mobile devices are becoming travel buddies and that their use is profoundly influencing traveller’s journey highlights the need of Gamification. As a relatively new phenomenon in the industry, motives encouraging usage behaviour have yet to be researched. Identifying these motives could offer several advantages to hotels by providing relationship marketing, engagement and strengthening customer loyalty. This research tries to fill this gap and enlighten existing gamification research by understanding the motives of users’ continuance intention in adopting technology with gamification characteristics. Visual material based on the current definitions of gamification was prepared to create a hotel gamified application to help participants discuss their preferences.
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Kontis, Alexios-Patapios, and Sofoklis Skoultsos. "Enhancing Hospitality Services Through the Engagement of Visitors in Local Gastronomy Experiences: A Marketing Perspective from the Supply-Side." In Innovative Approaches to Tourism and Leisure, 339–49. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67603-6_26.

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Raina, Ashutosh, Archana Rane, Lucian Ngeze, Sahana Murthy, and Sridhar Iyer. "From Emergency Remote Teaching to Effective Online Learning: A Teacher Professional Development Case Study from Higher Education in India." In Global Perspectives on Educational Innovations for Emergency Situations, 265–74. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99634-5_26.

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AbstractThis chapter describes the design and implementation of an educational solution to prepare teachers and instructors in India for various pedagogical and technological transitions during the pandemic. The goal was to move from an emergency remote teaching approach towards adopting effective online teaching strategies. This solution had to address the key challenge of remote professional development for the online medium while accounting for the diversity in the Indian educational context, taking into account varying needs of learners, teachers, institutions, geography, availability of technology, prior experience, and goals. The solution had two parts: i) a web-based repository for self-learning, consisting of research-based principles, pedagogical strategies and tools for effective design and development of online courses, and ii) synchronous interactive workshops to support instructors in practical implementation of the principles, strategies and tools to make domain specific instruction design decisions. Overall, emphasis was paid to learner engagement, diverse learner needs, peer learning, providing effective feedback and meaningful interaction. The resource repository and workshops guided instructors through making decisions and evaluating trade-offs in their context. This article also provides a brief analysis of the data collected from workshops on teachers’ preparedness at effective integration of technology, and the impact of the OTeach resource repository, which can found at Google Sites and has 25,000+ visitors so far. The article concludes with reflections and recommendations based on our experience.
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Rather, Raouf Ahmad, Linda Hollebeek, Dale L. G. Smith, Jana Kukk, and Mojtaba Ghasemi. "Visitors' Destination Brand Engagement's Effect on Co-Creation." In The Routledge Companion to Corporate Branding, 321–37. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003035749-23.

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Huether, Kathryn Agnes. "Guiding or Obscuring? Visitor Engagement with Treblinka's Audio Guide and its Sonic Infrastructure." In Visitor Experience at Holocaust Memorials and Museums, 266–81. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003220626-22.

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Conference papers on the topic "Visitors' engagement"

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Jiwane, A., and A. F. Khan. "Interactive museums: empowering visitors’ engagement." In 3rd Smart Cities Symposium (SCS 2020). Institution of Engineering and Technology, 2021. http://dx.doi.org/10.1049/icp.2021.0885.

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Claisse, Caroline. "Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums." In TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2839462.2854107.

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Ayu Wulandari, Anak Agung, Ulli Aulia Ruki, and Ade Ariyani Sari Fajarwati. "Local Visitors’ Engagement in Conventional and Technology-based Exhibition Space." In BINUS Joint International Conference. SCITEPRESS - Science and Technology Publications, 2018. http://dx.doi.org/10.5220/0010006002540260.

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Cordova-Rangel, Jessica, and Karina Caro. "Designing a Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition." In MexIHC' 21: 8th Mexican Conference on Human-Computer Interaction. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3492724.3492732.

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Phamduy, Paul, Raymond Le Grand, and Maurizio Porfiri. "Design of a Biomimetic Robotic Fish Controlled by a Touch Screen." In ASME 2014 Dynamic Systems and Control Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/dscc2014-5842.

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Biomimetic robotic fish exhibits have been an attraction for many visitors in informal learning settings. Although these exhibits are entertaining to the visitors, they generally lack interactive components to promote participants’ engagement. Interactivity in exhibits is an increasing trend in public educational venues, and is a crucial factor for promoting science learning among participants. In this work, we propose a novel platform for enhancing participant interaction through a robotic fish controlled by a touch screen device. Specifically, we develop and characterize a robotic fish based on a multi-link design with a pitch and buoyancy control system for three-dimensional biomimetic swimming. Performance tests are conducted to assess the robotic fish speed.
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Bence-Kiss, Krisztina. "Evaluating the Applicability of the TTM in the Marketing Practice of Krishna Consciousness in France." In Fifth International Scientific Conference ITEMA Recent Advances in Information Technology, Tourism, Economics, Management and Agriculture. Association of Economists and Managers of the Balkans, Belgrade, Serbia, 2021. http://dx.doi.org/10.31410/itema.2021.125.

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Analyzing the promotional activities of Krishna Conscious com­munities of Europe a new model was discovered, in which they promote their religion by creating a tourist product in the form of rural communi­ty. The former analysis of the behaviors of the visitors of Krishna-conscious communities in numerous European countries has shown that the Transthe­oretical Model of Behavior Change (Prochaska & DiClemente, 1983) may be applied to study engagement to a religious community. In this paper, this model was tested via qualitative methods of observation and in-depth in­terviews on the example of New Mayapur in France, evaluating whether the model is applicable similarly to the other European countries analyzed pre­viously. The aim was to find out whether the TTM is applicable in the case of New Mayapur. The researches have shown that TTM may be applied to the case of France, just like the other European countries examined before
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Leung, Samson, Geoffrey Pook, Ming Kwok, Cloud Lo, and Michael Wright. "Engineering Geological Assessment of Lin Ma Hang Mine Caverns Using Handheld LiDAR Scanner." In The HKIE Geotechnical Division 42nd Annual Seminar. AIJR Publisher, 2022. http://dx.doi.org/10.21467/proceedings.133.10.

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Lin Ma Hang Mine, in the former closed border zone in the northeast New Territories, rewards intrepid visitors with impressive 19th century mine caverns. As part of the planned establishment of the Robin’s Nest Country Park, the caverns have been earmarked for revitalization to increase public awareness and accessibility. A key aspect of the scheme is to assess the stability of the accessible caverns. Maintaining the natural heritage and appearance of the historical mine workings is forefront in tailoring specific solutions. Faced with a highly irregular cavern layout due to a complex history of mining activities, the engineering geological assessment was facilitated by 3D digitalisation of the cavern developed from handheld and aerial LiDAR scanning. Point cloud data obtained provided a fast and efficient means to form models for 3D and 2D assessment and visualisation. The ability to handle data through GIS and Common Data Environments (CDE) means management of vast point cloud sets is no longer a daunting task. The digital model developed will be showcased as part of the planned public engagement and educational information about the capabilities of digital geoscience and also to further explore in virtual reality the mine cavern extent.
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Hennig, Patrick, Philipp Berger, Christoph Meinel, Maria Graber, Jens Hildebrandt, Stefan Lehmann, and Cathleen Ramson. "Tracking Visitor Engagement in the Blogosphere for Leveraging Rankings." In 2013 International Conference on Social Computing (SocialCom). IEEE, 2013. http://dx.doi.org/10.1109/socialcom.2013.57.

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Winter, Marcus, Lauren Sweeney, Katie Mason, and Phil Blume. "Low-power Machine Learning for Visitor Engagement in Museums." In 6th International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2022. http://dx.doi.org/10.5220/0011585600003323.

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Ciolfi, Luigina, and Marc McLoughlin. "Designing for meaningful visitor engagement at a living history museum." In the 7th Nordic Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2399016.2399028.

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Reports on the topic "Visitors' engagement"

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Estrada-Miller, Jeimee, Leni Wolf, Elvira Armas, and Magaly Lavadenz. Uplifting the Perspectives and Preferences of the Families of English Learners in Los Angeles Unified School District and Charter Schools: Findings from a Representative Poll. Loyola Marymount University, 2022. http://dx.doi.org/10.15365/ceel.policy.11.

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This research and policy brief uplifts findings from a 2021 poll of 129 LAUSD and affiliate charter school English Learner families. The poll covers a broad range of topics including families’ pandemic experiences in and outside of school, communication with schools, levels of engagement and representation in school-based decisions, and expectations of schools for the future. Findings indicate that: (1) a majority of EL families are engaged and report that they attend school activities; (2) EL families report feeling heard at their school sites and would like more personalized communication like home visits and calls; (3) EL families want more information about their child’s academic and English language development; and (4) EL Families want schools to rethink how they educate students, including more one-on-one academic support and wrap-around services. Based on these findings, the authors make both short- and long-term recommendations for policy and practice. This brief is intended to be used as a supplement to the full report—a joint effort by Great Public Schools Now, Loyola Marymount University’s Center for Equity for English Learners, and Families in Schools which captures perspectives of 500 English learner and non-English learner families.
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Withers, Clare, Diana Dill, Jeanann Haas, Kathy Haines, and Berenika Webster. Library Impact Research Report: A Toolkit for Demonstrating and Measuring Impact of Primary Sources in Teaching and Learning. Association of Research Libraries, December 2022. http://dx.doi.org/10.29242/report.pitt2022b.

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As part of ARL’s Research Library Impact Framework initiative, a team from the University of Pittsburgh Library System addressed how special collections support teaching, learning, and research. This project developed a toolkit that allows measurement of impact of engagement with primary sources. The University of Pittsburgh (Pitt) initially worked with University of California, Irvine (UCI) to develop student learning outcomes based on the ACRL/RBMS–SAA Guidelines for Primary Source Literacy and used a logic model framework to identify three types of outcomes: initial (attainment of new skills and knowledge), intermediate (behavioral change), and long-term (change in status). Pitt studied two successive cohorts of their Archival Scholars Research Awards (ASRA), a semester-long undergraduate scholarship program that matches each student with a University of Pittsburgh Library System (ULS) librarian/archivist and a Pitt faculty mentor to engage in an in-depth research project. Next, Pitt refined, expanded, and tested the toolkit for use in class visits to assess student learning and archivist/librarian performance in supporting instructor learning goals. The mapping and assessment toolkit Pitt developed may be applied to teaching with primary sources across different disciplines and institutional settings.
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Berkman, Nancy D., Eva Chang, Julie Seibert, Rania Ali, Deborah Porterfield, Linda Jiang, Roberta Wines, Caroline Rains, and Meera Viswanathan. Management of High-Need, High-Cost Patients: A “Best Fit” Framework Synthesis, Realist Review, and Systematic Review. Agency for Healthcare Research and Quality (AHRQ), October 2021. http://dx.doi.org/10.23970/ahrqepccer246.

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Background. In the United States, patients referred to as high-need, high-cost (HNHC) constitute a very small percentage of the patient population but account for a disproportionally high level of healthcare use and cost. Payers, health systems, and providers would like to improve the quality of care and health outcomes for HNHC patients and reduce their costly use of potentially preventable or modifiable healthcare services, including emergency department (ED) and hospital visits. Methods. We assessed evidence of criteria that identify HNHC patients (best fit framework synthesis); developed program theories on the relationship among contexts, mechanisms, and outcomes of interventions intended to change HNHC patient behaviors (realist review); and assessed the effectiveness of interventions (systematic review). We searched databases, gray literature, and other sources for evidence available from January 1, 2000, to March 4, 2021. We included quantitative and qualitative studies of HNHC patients (high healthcare use or cost) age 18 and over who received intervention services in a variety of settings. Results. We included 110 studies (117 articles). Consistent with our best fit framework, characteristics associated with HNHC include patient chronic clinical conditions, behavioral health factors including depression and substance use disorder, and social risk factors including homelessness and poverty. We also identified prior healthcare use and race as important predictors. We found limited evidence of approaches for distinguishing potentially preventable or modifiable high use from all high use. To understand how and why interventions work, we developed three program theories in our realist review that explain (1) targeting HNHC patients, (2) engaging HNHC patients, and (3) engaging care providers in these interventions. Theories identify the need for individualizing and tailoring services for HNHC patients and the importance of building trusting relationships. For our systematic review, we categorized evidence based on primary setting. We found that ED-, primary care–, and home-based care models result in reduced use of healthcare services (moderate to low strength of evidence [SOE]); ED, ambulatory intensive caring unit, and primary care-based models result in reduced costs (low SOE); and system-level transformation and telephonic/mail models do not result in changes in use or costs (low SOE). Conclusions. Patient characteristics can be used to identify patients who are potentially HNHC. Evidence focusing specifically on potentially preventable or modifiable high use was limited. Based on our program theories, we conclude that individualized and tailored patient engagement and resources to support care providers are critical to the success of interventions. Although we found evidence of intervention effectiveness in relation to cost and use, the studies identified in this review reported little information for determining why individual programs work, for whom, and when.
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