The cultural offer: from market analysis to digital tools
How can you offer effective and engaging experiences for people to enjoy the cultural heritage?
The second episode of DIGIT is a real “toolbox” for those who intend to increase the value of the cultural offer and make it appealing also for a wider target group. An episode that will accompany you, step by step, through processes of digital marketing research, digital audience analysis and content marketing, in choosing the most suitable digital tools for the creation of multimedia cultural content and through the world of animation and gamification.
INTERVIEW
- What is Digital marketing research
EDWARD MACCALLUM MAVROUDAKIS
Head of Marketing and Communication – Greek i4G Incubator
– - User Experience
IOANNIS FENERIS
UX Researcher/Designer – Scratch Studio
–
- Content marketing
NIKOLAY YARMOV
Co-founder of Network CEED – Bulgaria
– - Digital tools for producing multimedia contents
DOMENICO SANTANIELLO
Lecturer at the Humanistic Informatics Laboratory – University of Salerno
– - Edutainment, gamification and serious game: main characteristics, benefits and differences
DANIEL TEJERINA
Expert in archaeology and ancient history – University of Alicante
– - Immersive environments
DANIEL TEJERINA
Expert in archaeology and ancient history – University of Alicante
Learning Object:
- Digital marketing research of cultural heritage assets (i4G)
– - Digital audience and analytics (CONFORM + UNISA)
– - Digital cultural heritage content (UNWE)
– - Digital tools for producing multimedia content (CONFORM + UNISA)
– - Animation and gamification: creative possibilities for digital communication of cultural assets (UNIVERSIDAD DE ALICANTE)
To further reinforce the knowledge related to the topics covered by the episode, viewers can access specific sections where they can freely view in-depth educational materials, made available through the activity carried out by the research partners on the net and/or their development of different types of resources.