Ages ago I surveyed people about mobile gaming and heritage. The results were not encouraging for my thesis, because interest in mobile gaming seemed low. Just under 200 people completed the survey, and most of them had at least heard of Minecraft (just 5% had not). But when asked about the most popular location-based game at the time, Ingress, the vast majority, 178 people (81.3%) hadn’t even heard of it.
Since then of course Pokemon Go happened. It’s by the same company as Ingress, and build on their limited success with that game by adding a globally recognised brand. So I wanted to see how much it had increased awareness of location based mobile gaming. I opened a second, shorter internet survey. Initially the results looked good. Awareness of Pokemon Go pretty much matched Minecraft. Just 2.5% of respondents were unaware of it. compared with 2.4% who were unaware of Minecraft.
There is some evidence that people are more aware of location based games in general. Only 64.6% of respondents were unaware of Ingress. In the both surveys I also asked about Zombies Run!, a mobile game which while not strictly location based, does involve taking your mobile device outside to track you as you move. In the earlier survey, 63.6% were unaware of it. By the second survey that proportion had reduced to 45.1%. So, though I had discounted further developing a location based game for cultural interpretation after the first survey, growing interest in location based games may make it a more fruitful avenue to explore in the future.
There is a another barrier to consider however. I have mentioned a perceived reluctance to use apps and the internet on mobile devices in previous posts. But I haven’t found much research on why people don’t seem to like using their phones. This second survey offered an ideal opportunity to actually ask that question.
Well, not just that question. I asked a few more. I started off asking which ways of learning about the site they used. I offered a list:
- Just looking at stuff
- Reading labels panels or gallery fact-sheets
- Reading a guidebook
- Talking to a guide, docent or interpreter
- Talking with the people who came with you
- Joining a tour (led by a guide)
- Using an audio-guide or multimedia guide
- Using an app on a mobile device
- Using the internet on a mobile device
People could choose as many as they wanted. What I particularly wanted to know was which ones they did not pick. So in order of preference, it turns out that the most popular interpretive media are
- Reading labels, panels or gallery fact-sheets (16% did NOT tick this)
- Just looking at stuff (28%)
- Talking with the people who came with you (47%)
- Joining a tour (led by a guide) (61%)
- Using an audio-guide or multimedia guide (62%) and Reading a guidebook (62%)
- Talking to a guide, docent or interpreter (64%)
- Using the internet on a mobile device (74%)
- Using an app on a mobile device (78%)
It’s worth pointing out that some people use mobile devices for apps but not the internet, and vice versa, but still, only 11% use mobile devices for either one or both. That said, 11% is about twice as many as as we have observed in the National Trust, and about twice as many as has been identified in other data. This might be a systemic bias of collecting data in an online survey. I would like to try and ask a similar question on site. Partly because it’s thrown up some interesting results – I imagined that talking to guides, docent or interpreters might be more popular than taking a guided tour, but actually it turns out that taking a tour it more popular than conversation.
The sample for these questions is only 85, so its not particularly robust. But actually this question was a preamble to supplementary questions asking for qualitative rather that quantitative data. Respondents who said they did not use mobile devices were asked simply “What are the reasons why you prefer not to use an app on your mobile device?” and/or “What are the reasons why you prefer not to use the internet on your mobile device when visiting heritage sites?” each with a free text field. Some replies were just one simple short statement. Others gave multiple reasons. Analyzing all the responses, I first defined twelve categories of statement. Each reply scored one in each category to which it referred. In order the twelve categories are:
- Presence – for example “Want to be present in the place.” or “Detracts from looking at the exhibits and the moment” (33)
- Data/signal/battery limits – for example “Not always got data/coverage.” (32)
- One-use apps – for example “I have limited memory on my phone, and don’t want to install apps that I’ll only use temporarily” (10)
- Pre/post-reading – for example “I do normally read and research about the subject beforehand at home (computer, books…), so I don´t need to use such apps.” (6)
- Tech lack – for example “I don’t have that sort of phone” (6)
- Tech break – for example “I regard tech’ as a work tool so don’t engage with it for fun.” (5)
- Analogue experience preference – for example “I prefer my interaction with heritage to be unmediated by tech!” (5)
- Competence – for example “Do not know how to” (4)
- Social preference – for example “I generally visit with my family so want to explore with them and feel that using an app could be an experience that potentially minimises our interaction.” (4)
- Conversation preference – for example “I like to talk to real people and enjoy their enthusiasm” (4)
- Focus – for example “Too many other distractions with an open internet.” (1)
- Hassle – the simple statement “Too much hassle” (1)
So, regular readers will guess I might be expecting the presence category to be the overwhelming reason why people didn’t use mobile on site. As so it proves to be, but only just. I wasn’t expecting data/signal/battery limits to be an almost as big (and given the limited sample size – possibly bigger) objection to using mobile devices. The reluctance to download apps with limited or one-time use has been documented elsewhere, but given that 74% of my sample said they didn’t use the internet on their mobile devices when on site, a web-based on-site solution still doesn’t look like an attractive investment proposition. Web-based pre- and post- reading however seems like a reasonably strong impulse among an minority of visitors. As long as web content is made responsive, and easy to look at on small screen, it may help migrate users to on-site use as data/signal/battery issues are resolved (though I note that the latest generation of phones at the end of 2018 seem to have short battery life than their predecessors).