Tasks for quests in the museum. An open system for creating museum games and quests. Territory for quests

Quest is one of the new forms of museum work with an audience consisting of adults who lead an active lifestyle and are quite technically advanced. The article provides a detailed analysis of the experience of organizing a museum quest in the city. The experience has been tested and is ready for use...

Quest is one of the new forms of museum work with an audience consisting of adults who lead an active lifestyle and are quite technically advanced.

The article provides a detailed analysis of the experience of organizing a museum quest in the city. The experience has been tested and is ready for use.

Attention! New samples are available for download: ,

A modern museum is a cultural space that is open to a wide range of age audiences. Each of them requires a specific approach necessary for a clear, vivid, comprehensive presentation of the museum product.

If twenty years ago excursions and lectures were quite enough to work with both children and adults, then in the 1990s. There is an emerging understanding in the museum community that traditional forms of work are not enough to attract visitors.

Particular attention of museum workers was directed to children, since organized school groups are the main visitors of the museum, and it was for them that many were developed and implemented.

But offers for age categories remained meager and insufficient. Of course, the reasons why people aged 20-40 visit museums less often than children and teenagers can vary greatly - from the intense pace of life to the unattractiveness of the museum itself. Nevertheless, it was worth understanding what the museum can influence - the quality and originality of its own programs.

Thus, employees of the Ural State Military History Museum (hereinafter referred to as UGVIM) decided to develop a program that would be of interest to young people aged 18-30 years.

While everything was being developed for children's audiences, everything remained meager.

Museum quest in the city

Recently, quests have become very popular among socially and intellectually active young people as a way to spend their free time.

The word “quest” comes from the English quest – search. Initially, this word was used to name computer games from Sierra (Space Quest, King’s Quest, Police Quest, etc.), but later the name spread to an entire genre computer games, the plot of which requires the player to solve intellectual problems.

Today the term is also used to refer to adventure games that take place in the "real world".

Stages for conducting a standard quest

  1. and the game area.
  2. Prepare puzzle tasks (riddles, rebuses, codes, etc.).
  3. They indicate the territory of the game - the zone within the boundaries of which the stages will be located.
  4. Prospective players declare their participation and most often pay fees.
  5. At the start, they receive game tasks.

Tasks can be issued in (as, for example, in the games “Running City” or “Starting Point”) or electronic format (“Fight”, “Watch”, etc., in this case Internet access is required).

  1. In order to receive the next task, players must get the correct answer to the previous one. Sometimes the rules of the game allow passing a stage with a penalty.
  2. The game can be linear or have several storylines, i.e., assume a strategy for passing it.

In general, it comes down to completing all tasks as quickly and correctly as possible and reaching the finish line.

Territory for quests

It can be different: from a room to a whole city and even a region or region. In museums, as a rule, quests are held in the building of the institution itself or on the territory adjacent to it.

Thus, the term “quest” can be defined as a search and adventure game with orienteering elements.

When the quest territory is city space:

UGVIM employees decided to organize a quest in which the entire city of Yekaterinburg would become the game area.

To do this, it was necessary to perform the following sequence of actions.

  1. Determining the theme of the quest

The theme of the quest was the history of the Ural Volunteer Tank Corps (hereinafter referred to as UDTK). In 2013, the Sverdlovsk region widely celebrated the 70th anniversary of the creation of this illustrious connection. The Ministry of Culture of the Sverdlovsk Region has planned many events related to this date.

In particular, the application of UGVIM for holding the quest “Tanks in the City!”, dedicated to the 70th anniversary of UDTK, was approved.

The application included

  • content and justification of the project;
  • calendar plan for its implementation;
  • estimate for consumables;
  • advertising in the media;
  • souvenirs;
  • prizes for participants.

The quest passed a competitive selection and received funding (Appendix 1).

  1. Event date

The date for the quest was Youth Day, which is traditionally celebrated at the end of June, but the team began work on preparation immediately after the application was approved - in February 2013.

  1. Composition of the organizing team

The working group consisted of three people, but other museum specialists were also involved in consultations: a system administrator, a designer, a lawyer, an accountant.

  1. Distribution of duties

  • Preparations for the quest were carried out in two main directions: script development and an advertising campaign in the media.
  • Select objects and encrypt them.
  • UGVIM researchers have been studying the history of the Ural Volunteer Tank Corps since 2009 and during this time they have become acquainted with all the memorable places in Yekaterinburg that are associated with the history of UDTK and the contribution of the Urals to the victory in the Great Patriotic War.
  • The working group selected ten objects that became control points (hereinafter referred to as CP) of the game.
  • The teams' task was to use their knowledge of the history of the city and the tank corps to decipher intellectual tasks and identify the hidden places in which the task had to be completed.

When selecting objects, employees were guided by their historical importance and convenient geographical location for the route. Each CP was presented in the form of a task, which the museum employee, a professional poet, translated into poetic form.

For example, one of the hidden objects is a monument to Marshal G.K. Zhukov was encrypted as follows:

“Now you need to find that place,

Where is our commander who is marked

Four times the highest award,

Immortalized there in metal and stone.

He is with a friend who is wearing horseshoes, with a girth...

Make people happy with your answer,

And how much, tell us, does a faithful friend have

Are there nails in the left front horseshoe?

The answer to the task was the number 6 - exactly the number of nails in the left front horseshoe.

The building of the Pedagogical University, in which the UDTK headquarters was located during the Great Patriotic War, was encrypted as follows:

“There is a tree branch on that house,

Where students study

To teach children later,

And before those apartments

The tankers were given

During the hard times of war.

Opposite is a pizzeria building,

And the street has a name

In honor of a foreign person,

A fighter for the revolution.

What kind of branch is there on that house?

Answer, we are waiting impatiently.”

To decipher the task, it was necessary to remember the street named after the German revolutionary Karl Liebknecht, the pizzeria and the building of the pedagogical university on it; find a memorial plaque on the facade of the university dedicated to UDTK with an image of a branch. Having compared these facts, the participants only had to make sure that the branch was oak.

  • Determine the sequence of tasks. The working group compiled 20 routes for 20 teams. They were developed in such a way that participants would not collide with each other at checkpoints, and the routes themselves would be convenient for moving around the city.
  • Bring information about the game to city residents.

To carry out the advertising campaign, an agreement was concluded with a specialized company, which undertook advertising support for the event, including the production of materials announcing the event, their placement on various media, as well as the production of souvenirs.

This turned out to be the most effective, as it freed the museum from the need to work separately with different organizations, and made it possible to obtain a ready-made complex product, made in a single stylistic solution.

  1. Ways to attract the audience to complete the quest (event advertising)

  • a video for city multi-video screens in the city center, which was broadcast for 7 days on two screens once every 10 minutes a week before the quest;
  • an audio clip on one of the music radio channels, which was broadcast 6 times a day for 10 days two weeks before the event;
  • leaflets about the event in A3 format in the amount of 30 pieces. and A4 in the amount of 100 units. Leaflets were distributed independently by museum employees to universities, cafes, theaters, and museums;
  • a flash banner on one of the city’s entertainment Internet portals with 200 thousand impressions in two weeks;
  • news review of the event on home page the same site 10 days before the game;
  • an outdoor banner placed on the museum grounds.
  1. Development of souvenir products

A logical continuation of the campaign was the development of souvenir products, which can be considered the optimal advertising method that works to create a positive image of the museum. Souvenir flash cards, bags, pens, badges, magnets were made using the event logo and UDTK symbols.

  • Also, museum employees independently posted advertising information on the museum’s website and in museum groups on social networks, where potential participants could ask questions and receive additional information.
  1. How to become a quest participant (coordinator responsibilities)

  • Having received all the necessary information, those wishing to take part in the quest had to assemble a team and register by phone.
  • Each team was assigned a coordinator from among the museum staff. He communicated with the team via the Internet, sent tasks and received answers.
  • The team had to identify a control point and send a message to the coordinator with its name.
  • When the coordinator received the correct answer, the team was sent the following task (Appendix 2).

A week before the start of the quest, 16 teams (70 people) submitted applications for participation, which were distributed among four coordinators.

A method of communication with them during the game was determined - ICQ and Skype instant messengers or a client of the Vkontakte social network.

  1. Preparation of necessary documents

In parallel with the preparation of the quest, documentation was created:

  • Director's order to conduct the quest “Tanks in the city!” (Appendix 3);
  • minutes of the meeting of the commission to sum up the results of the quest;
  • participant registration sheet;
  • quest rules;
  • quest conditions.

The most labor-intensive work was drawing up the rules for the quest. It was necessary to think through all sorts of non-standard, force majeure situations that could happen to the participants, and ways to solve them. “Rules of the quest” and a short excerpt from them - “Terms of the quest” were posted on the museum website and in museum groups on social networks.

  1. Prize fund

Two months before the quest, work was carried out to prepare the prize fund.

Valuable gifts were provided for the first three winning teams:

The working group selected equipment models, drew up an estimate and entered into an agreement with an electronics store.

Particular attention was paid to the issue of the cost of gifts.

According to paragraph 1 of Art. 210 of the Tax Code of the Russian Federation, all prizes and gifts received by an individual are subject to personal income tax (NDFL) in the generally established manner.

Accordingly, winners would have to pay tax on the prizes received. However, paragraph 28 of Art. 217 of the Tax Code of the Russian Federation provides for exemption from personal income tax for income not exceeding 4,000 rubles. Therefore, goods whose cost did not exceed this amount were purchased as prizes for the winners of the quest.

A surprising fact for the organizers were the statements of many players who, after the quest, noted that valuable prizes were not an incentive for their participation in the game. They saw the main goal in the game itself, adventure, “drive,” and the pleasure of searching.

  1. Carrying out the game

On June 29, 2013 at 10:00 am, players were registered and routes were drawn. Here the participants met their coordinators, received a package with “Quest Conditions”, historical information about UDTK and souvenirs.

At 11:00 the teams simultaneously received envelopes with the first task and the game began.

For each coordinator, a workplace was prepared with Internet access and a route script for the teams entrusted to him.

First result complete passage The coordinators received the route within 2 hours, the last one – 7 hours after the start of the game.

  1. Fixation of the publication of the results of the quest in the museum

Upon completion of the routes completed by all teams, the commission summed up the results of the game, determined the winners and recorded the results in the appropriate protocol.

The results were published on the museum’s website and in museum groups on social networks.

  1. Summing up and presenting prizes

The next day, June 30, a solemn summing up of the results of the quest “Tanks in the City!” took place in the cinema-lecture hall of the Airborne Forces Museum. and awarding the winners. A program was prepared for the guests, where the winning teams were given gifts, and all players were given flash cards with the symbols of the quest. Also, the participants of the game were given a small concert of a military-patriotic song and a sightseeing tour of the museum. As they said goodbye, the players asked whether the museum would hold more quests and expressed a desire to participate in them. This is confirmed by reviews left in one of social networks in the group "Museum of the Airborne Forces".

  1. Results of the quest and troubleshooting

Despite many positive reviews, the working group noted a number of shortcomings in organizing the museum quest:

  • the simplicity of some of the tasks;
  • insufficiently strict control of visits to the control center;
  • a small number of objects.

Thus, it can be argued that such a form of work as a quest can be in demand and relevant for the museum.

Despite the fact that this was the first experience for UGVIM, it turned out to be successful and useful. Thanks to the interactive, modern form of the museum event, an audience was attracted that was not included in the category of “typical” museum visitors, which contributed to the creation of a favorable image of UGVIM among urban youth.

In addition, the museum for the first time gained experience in advertising on multi-video screens, entertainment Internet portals and FM radio stations. The appearance of video, photographic materials, and comments from participants about the event on the Internet is an investment in the further promotion of the museum in the information space.

It can be assumed that the organization of museum quests is a promising area of ​​activity that should be developed. Tested quest “Tanks in the city!” included in the permanent list of museum services as a weekend leisure activity.

Annex 1

Estimate for the project “Quest “Tanks in the City!””

No.

expenditures

Regional budget, thousand rubles.

Extra-budgetary funds of the museum, thousand rubles.

Total, thousand rubles

Production of souvenirs (bags, pens, flash cards with UDTK symbols) for each participant

Purchase of consumables: photo paper for printing travel documents and additional information for quest participants.

Purchase of a tablet computer for mobile coordination of quest participants (it is assumed that participants will receive answers and tasks via the Internet)

Purchasing prizes for quest winners. Based on the results of the game, three winning teams will be determined (teams are made up of 5 people): 5 tablet computers, 5 electronic devices for reading books, 5 portable hard drives

Appendix 2

Conditions of the quest “Tanks in the city!”

Search and adventure quest game “Tanks in the city!” will take place on June 29, 2013, from 10:00 to 21:00. The quest will be conducted through memorable places in the city of Yekaterinburg related to the history of the Ural Volunteer Tank Corps, which turned 70 this year.

  1. Those wishing to take part in the quest must assemble a team (from 3 to 5 people). The number of teams is limited! Persons over 18 years of age and children over 12 years of age accompanied by their parents are allowed to participate in the quest.
  2. Registration for participation in the quest by phone 246-82-35 (Winged Guard Airborne Museum - branch of UGVIM) from May 13 to June 27, 2013, from 10:00 to 17:00. The team must familiarize themselves with the full rules of the quest “Tanks in the City!” on the website of the Airborne Forces Museum (www.museumvdv.ru) or in the Airborne Forces Museum group on Vkontakte.
  3. On June 29, the team must come from 10:00 to 11:00 at the Winged Guard Airborne Museum, st. Krylova, 2 “a” and register. Each team must indicate the full name of each team member on the record sheet. To participate in the quest, the team must pay a fee of 100 rubles for each team member. If you refuse to participate, please notify the quest organizers in advance.
  4. The quest will be held according to the “question-answer” principle. After registration at 11:00, each team receives from its coordinator the first question about the location of the control point (hereinafter referred to as the CP) and the task. The team determines the CP and sends a message with its name to the coordinator via the Internet. Upon receiving the answer from the coordinator: “That’s right,” the team goes to the control point and completes the task there. In case of incorrect determination of the control point, the coordinator sends hint No. 1. In the case of the next incorrect determination of the control point, hint number 2 is sent. If the team cannot determine the control point after two hints received, the coordinator sends a message indicating the control point. In this case, the team stops fighting for victory, but can continue the quest. For each hint, the team is awarded a penalty time equal to an additional 30 minutes to the total time for completing the route. (For example, if a team's total time to complete a route is 5 hours, then using two hints will add 1 hour to that time. Thus, the total time will be 6 hours.) At the control point, the team completes the task and sends a response to the coordinator. When the coordinator receives the correct answer, the team receives the next task. When receiving an incorrect response from the command, the coordinator sends a message: “Error”. In this case, the team can submit answer options an unlimited number of times.
  5. Each team must have a device with wireless access (not wi-fi) to ICQ/Skype/VKontakte/Odnoklassniki, through which the coordinator will send tasks, tips and receive answers. In emergency cases, participants can contact the coordinator by phone.
  6. The duration of the quest is about 5-6 hours. Teams can use both public and private transport. Competitors must understand that favoring one mode of transport over another may give the team an advantage in time to complete the route.
  7. For the team, the quest ends with sending the last correct answer to the coordinator and receiving a message from him with the text: “End of the game,” but answers are accepted only until 21:00 on June 29. Summing up the results of the quest will take place on June 30, 2013 at 15:00 at the Winged Guard Airborne Forces Museum. The results of the quest are published 48 hours after the end of the game on the museum’s website and in museum groups on social networks.
  8. Souvenirs and gifts are provided for all quest participants. The teams that take first, second and third place will receive tablet computers, electronic book readers and portable hard drives as gifts, respectively.
  9. The team that completes all tasks in the shortest time is declared the winning team. The shortest time is determined by the time the last correct answer was received and taking into account the penalty time (if any). Second place goes to the team that completes the task faster than other teams, but later than the winning team. Third place goes to the team that completed the task faster than other teams, but later than the winning team and the team that took second place.

Appendix 3

Order to conduct a quest

Russian Federation

MINISTRY OF CULTURE OF THE SVERDLOVSK REGION

Ural State Military History Museum

"___" June 2013

Yekaterinburg city

About the quest “Tanks in the city!”

On June 29 and 30, 2013, the Ural State Military History Museum will conduct the quest “Tanks in the City!”, dedicated to the 70th anniversary of the Ural Volunteer Tank Corps,” in this regard

I ORDER:

  1. Set the date for the quest “Tanks in the City!” ̶ June 29, 2013. Time: from 10:00 to 21:00.
  2. Set a date for summing up the results of the quest “Tanks in the City!” ̶ June 30, 2013. Start of the event dedicated to summing up the results of the quest, ̶ 15:00 at the Airborne Forces Museum “Winged Guard”.
  3. No more than 20 teams (from 3 to 5 people), but no more than 100 participants, take part in the quest.
  4. Carry out the quest in accordance with the approved scenario.
  5. During the quest “Tanks in the City!” do not receive visitors in the museum.
  6. Determine the cost of the contribution for each quest participant: 100 rubles. Payment is made on the day of the quest, June 29, 2013, during registration from 10:00 to 11:00 at the Winged Guard Airborne Museum.
  7. Appoint a commission to sum up the results of the quest and determine the winners, consisting of: Kerimova V.I., Sosnovskaya E.V., Lepalovskaya V.A., Shakhnovich A.I., Sidorova A.A.
  8. Assign responsibility:
  • Lepalovskaya V.A., Sosnovskaya E.V. – for general preparation and conduct of the quest;
  • Chernoshtanov I.P. – for accepting payment;
  • Lepalovskaya V.A., Sosnovskaya E.V., Sidorov A.A., Nazarychev M.N., Shakhnovich A.I. – for coordinating participants during the quest;
  • Lepalovskaya V.A., Sosnovskaya E.V., Lobanova V.V., Sidorova A.A. – for preparing and holding the summing up ceremony and concert for the quest participants;
  • Lyndina I.A. – for photographic recording of the event;
  • Rusakov L.I. – for the sale of tickets;
  • Sidorov A.A. – for the preparation of equipment;
  • Kabirov V.V. – for the readiness of the premises and the serviceability of electrical equipment; for fire safety;
  • Kerimov V.I. - behind general leadership conducting a quest.

Material prepared:

  1. The order must be communicated to all responsible employees.
  2. I reserve control over the execution of the order.

General Director S.V. Voroshnin

  1. V.A. Lepalovskaya, chief Researcher department military history Ural State Military History Museum (UGVIM).
  2. E.V. Sosnovskaya, chief custodian of the UGVIM.

So, dear parents))) You need to prepare a little)))

  1. Print the text and pictures (you can read the quest, add Additional tasks or remove the excess, divide it into two parts for two walks, and so on. The main thing is that you feel comfortable using it).
  2. Buy or fold envelopes from paper (they can even match the colors of the museum halls (pink, green, orange, etc.)
  3. Lay out all the parts of the quest so that you can understand what is where. You can read the text without cutting it into fragments... But it’s so interesting to receive new letters and open them!))
  4. In the text you will see the phrase “hidden under the window.” This means that part of the text needs to be covered with a piece of paper, like a curtain. For example, secure the paper with a stapler or tape.
  5. Bring paper and colored pencils or crayons, as well as a solid base on which you can place your drawing paper (this could be a folder or a hard pad)
  6. Make a surprise for the quest participants that you can give at the end of the game. For example, high-quality brushes, paints, crayons, pencils, watercolor paper - everything that can be useful for young artists.
  7. In a great mood, head to the National Museum of Art, grab your tickets and start your exploration!

At the entrance to the museum, read the first note: “Hello, Dear Friend! We are glad to see you in the real Temple of Art! They say that in a museum you need to walk slowly, remain silent, thoughtfully look at the exhibits and not touch anything... Yes! This is true! But no one canceled the Game! And.., as you guessed, it has already begun! So, open the First letter with tasks and complete them all in turn.

Letter No. 1.

Look around. In front of you is a large staircase surrounded by columns. Looks solemn, doesn't it? The fact is that columns are the oldest way to show the grandeur and special purpose of a building. Remember, for example, the ancient Greek and Roman temples... So, hold your breath and slowly climb the steps to the left wing of the museum. Enter the Pink Hall and find paintings that also depict columns.”

Below is the signature: Open this window(Attached is a piece of paper covering the following text):

“In this room you see works of Russian art from the 18th and early 19th centuries. What are the names of the paintings that you managed to find? (“Russian artists in Rome in 1942”, “Rome. Ruins of the Forum”)

Let us tell you that all these Russian artists ended up in Rome not by chance! Even under the Russian Tsar PeterI A tradition arose of sending young artists to study in Italy. There they painted and created sculptures, inspired by the most beautiful views, buildings, and people. By the way, Italian masters came to Russian regions no less rarely: they painted, built, played music! What a cultural exchange!

Well, now, look around again. How many portraits are looking at you! It’s not for nothing that the entire 18th century is called the century of the portrait! Look at the costumes of the characters in the paintings. Please note that many of them have orders hanging on their necks and chests. Count how many orders you can find? Be careful, they might be hiding!”

There is a small window attached below, under which is the answer - 17 and it is written: Open letter No. 2.

Letter No. 2.

Among the paintings you can see sculptures and busts (sculptural portraits). Find a bust of the poet who wrote the following lines: “Three girls were spinning under the window late in the evening...”

This is Alexander Sergeevich Pushkin. It was with these lines that he began his “Tale of Tsar Saltan.” Did you know that Pushkin wrote about everything in the world? Even about robbers! Yes, yes, if you look through his volumes of poems, then on one of the pages you can find a small poem “The Robber Brothers.”

In the pink hall among noble people there was one... a robber! Where is he?

Go to the next room, where the bandit's finger points.

Find a painting that depicts three princesses. These princesses are not from Puschka's fairy tales. Open this window and find out more about them.”

(under the window is the following text)

“These three princesses are not simple - they are actually from Russian folk tale“Underground kingdoms”, but the artist Vasnetsov endowed them with special features. Before you are Gold, Gems and Coal. Where do you think - who? But, in fact, these are real princesses underworld, it’s hard to imagine modern life without these minerals!

Just below you will see another fabulous painting by Vasnetsov, “Airplane Carpet.” Get on it and fly to the next hall! And then open letter No. 3.”

Letter No. 3.

“Now you are in the Orange Hall, on the walls of which you can see paintings reflecting the life of Christians and issues of the Christian faith. Find the canvas that you like best. Tell me what attracted you to him?

Then open the window below!

“The Lilac Hall is waiting for you! Please note that there are a lot of studies and sketches (preparatory sketches for a future work).

Choose any picture you like and try to draw a sketch from it. Draw something that you found interesting and important.

Then go to the next room - Blue and open Letter No. 4 there.

Letter No. 4.

Find another fabulous picture. The artist Vrubel depicted an illustration for the fairy tale “Sadko”. Notice how dark this picture is. It was as if pitch darkness hung over us. Do you see what Sadko is doing?

Then open this window.

(the following text is below the window).

In the Blue Hall you will find another musician. A fragment of the picture will be a clue for you.

Letter No. 5.

“The Halls dedicated to Russian art have ended. Now let's go to the New building of the museum. A lot of interesting things await you there! You need to return to the Orange Hall and go through the Central Door. Then go through the Arch and turn left.

In front of youCollection of iconography and sacred painting - works on religious themes.

Find these exhibits!”

(printed illustrations of wooden artwork, including a wooden gate with evangelists).

Under the “Gate”, in addition to information, the following instructions are given:

“In the hands of the evangelists you see the Pages of the Gospel - the Holy Scriptures. Evangelists are people who wrote down what they saw and heard about Jesus Christ, his life, works, miracles, death and ascension. We know the Gospel according to Matthew, Brand, BowsAndJoanna. Find among the exhibits an ancient book depicting the Evangelist Luke.

Saints, martyrs, apostles were often depicted in paintings, book illustrations, and sculptures.

You are probably already interested in the wooden sculptures in the Hall. Please note that some of them are painted, gilded, and decorated with elaborate carvings. And some have broken parts and even burnt sides! Yes, wood is short-lived. However, like paintings (by the way, many icons are painted on wooden bases), like books. That is why it is so important to reliably protect them and store them carefully. This is what the Museum does.

Open in ArkSmall envelope».

The envelope contains a puzzle of the painting “Birds” by Wenceslaus Peter (cut the printed illustration into several pieces). And a note.

“Put the puzzle together. You can find this painting in the museum not only on the wall. Look into another arch, or ask the museum curator where the cubes with images of paintings are located. You will be able to put together Wenceslaus Peter's painting "Birds" from cubes.

And then find this painting in the Hall of Western European Art. This hall is very close!

Last letter No. 6

“Now you and I are setting off on our last journey, to the eastern countries. So - in front of you is the Hall of Oriental Art.

Find the following items:

  1. In India there is a “Pitcher Festival”, which takes place once every 12 years. Yes, some holidays happen so rarely... According to an ancient legend, the festival is based on the story of the struggle between gods and demons for a jug with the nectar of immortality. Find the Indian jug!
  2. What is the name of traditional clothing in Japan? Find her!
  3. China is famous for its dragon legends! By the way, the Chinese dragon is very kind and helps people! That is why they try to portray him as often as possible. So in our Hall you will find more than one Dragon! Where are they?
  4. Eastern countries differ from our country in many ways, including writing traditions. Do you know what calligraphy is? This is the art of beautiful writing. Special brushes are used to write calligraphic characters. Sometimes such text turns into a real work of art. Look for tassels at the Korea stand!

Our route is complete! Let you have your Artist's Brush with which you can paint your own paintings!!! Come to our museum and discover new experiences! Bye bye!

From 5 years
Cost: 1,500 rub. per group (up to 15 people) + tickets to the Museum (200 rubles per student), 1 accompanying person free of charge; Subscription for 3 classes - 3600 rub. + tickets to the Museum
Everything by appointment

At the museum you can participate in excursion-quest through the halls of the “Keepers of the Museum”, in the process answering interesting questions and completing assignments on the life and work of the artist, scientist and thinker Nicholas Roerich. On the game “Beyond the mountains, beyond the seas there is a wonderful country...” you can go in search of a country that is not on the map, but about which there are so many legends. Within project "Country of Culture" children can build their own country and come up with its laws. And in "India of Svyatoslav Roerich"- get acquainted with the customs of this country and participate in a master class on Indian dances.

"Cosmo-Quest" at the Multimedia Art Museum
From 5 years
Cost: 500 rub.
Until September 11, on Saturdays (except September 3)

As part of the Russian Space exhibition, the museum is holding a quest for children. You can not only see the famous Vostok lander Yu.A. Gagarin, models of an iron airship, rockets and a trumpet “for listening to the music of the spheres” made by Tsiolkovsky. In an exciting game-excursion, children complete tasks, finding themselves in the world of space and stars. Each work in the exhibition contains a secret or an encrypted code, which, if solved, can reveal the secrets of the Universe. In the final part of the quest, the children build a spaceship.

Historical quest “The Curse of Tsaritsino”

From 12 years old with parents, from 14 years old alone
Cost: 2,700 rub. for a group of up to 5 people, tablets are provided free of charge (with a deposit)
Daily, by appointment

In Tsaritsyno Park you can take part in adventure quest on a tablet computer. The plot of the game is based on a real historical event - the construction of a luxurious palace in the village of Tsaritsyno, which Catherine II first entrusted to the court architect Bazhenov, and then demolished to the ground. The tablet contains everything you need for the investigation: ancient diaries with notes, photographs, maps and secret signs. Before the game, participants are also shown a film about a historical mystery.
The game lasts 2-3 hours, there is a leader. A tablet with the game can be obtained at the main entrance to Kolomenskoye Park.

Quests and games in Kolomenskoye
From 5 years
Cost: from 300 rub. per person
Tuesday - Sunday (each program has its own schedule), 10:00-17:00


At the Kolomenskoye Museum-Reserve, you can study history in an exciting game format by choosing one of the many game programs. For example, during travel games “In search of royal wisdom” participants will walk through the men's half of the Palace of Tsar Alexei Mikhailovich and unravel a saying encrypted in museum exhibits, invented by Tsar Alexei Mikhailovich. Museum quest “Lost Treasures” will help you independently learn the history of Kolomenskoye by studying the history of the Grand Duke and Tsar's court. A fantasy quest “The Scepter of King John” will help unravel the history of the 19th century: the Russian historian Professor Tikhomirov became interested in the strange fate of the scepter of Ivan the Terrible and, apparently, found out not only its location, but also revealed another secret related to it. The professor died tragically, but the diaries left behind with strange notes, drawings, and maps will help participants repeat the professor’s path and uncover the secret of Ivan the Terrible’s scepter.
There are also quests in Lyublino and Izmailovo.

Quests and games at the Museum of Moscow


The associations of the Museum of Moscow have several options for quest leisure.

IN Museum of Archeology of Moscow You can participate in the role-playing game program “Playing in the Past.” It has different games. In Game “I am an archaeologist!” you can actually get acquainted with the science of archaeology, find out how archaeological excavations are carried out and what you need to take with you on an expedition, and take part in impromptu excavations. IN game “I am a mammoth hunter!”- get acquainted with living conditions in the Stone Age and learn how to make fire. There are also games “I am a craftsman!”, “I am a merchant!”.
From 5 years
Cost: from 350 rub./per person, subscriptions: from 1,200 rub./4 classes
Schedule: September to November, registration required

(K2Splitter) An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and group mobile applications, providing the user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists. Game "Local History Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2 Game "Secrets of Museum Objects" https://play.google.com/store/apps/details? id=org.suai.karmus6 Museum quest https://play.google.com/store/apps/details?id=org.suai.karmus8 Online game "Attractions on the map" http://openkarelia.org/games/constructor_game Online game "One Word" http://openkarelia.org/games/4pictures1word

(K2Splitter) An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and a group of mobile applications that provide a user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists. Game "Local History Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2 Game "Secrets of Museum Objects" https://play.google.com/store/apps/details? id=org.suai.karmus6 Museum quest https://play.google.com/store/apps/details?id=org.suai.karmus8 Online game "Attractions on the map" http://openkarelia.org/games/constructor_game Online game "One Word" http://openkarelia.org/games/4pictures1word

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An open system for creating personalized museum games and quests. Allows museum workers to independently create and publish game and quest scenarios for visitors. Can be used both inside the museum building and outside. The system includes an administrative module for editing and creating new game scenarios and a group of mobile applications that provide a user interface with the game. The application contains links to examples of mobile and web applications for various groups of tourists.

Game "Local Orienteering" https://play.google.com/store/apps/details?id=org.fruct.karmus2

Game "Secrets of Museum Objects" https://play.google.com/store/apps/details?id=org.suai.karmus6

Online game "Attractions on the map" http://openkarelia.org/games/constructor_game

Authors' team:
Alexandrov Alexey Vitalievich - service design. Balandin Sergey Igorevich - development of service architecture. Balandina Ekaterina Alekseevna - programming. Vasiliev Andrey Mikhailovich - programming. Zharinov Roman Feliksovich - programming. Morozov Alexey Borisovich - idea, scripts “In a word” and “Attractions on the map.” Petrova Natalya Yuryevna - idea, scenarios of museum games “The Mystery of Museum Objects” and “Museum Quest”. Paramonov Ilya Vyacheslavovich - programming. Trifonova Yulia Viktorovna - visual design of the service.

Year of release of the program: 2014



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