  Particularly close attention is being paid today among researchers in social
science disciplines to aspects of learning in the digital age, especially for
the Digitally Native Generation. In the context of museums, the question is:
how can rich learning experiences be provided for increasingly technologically
advanced young visitors in museums? Which high-tech platforms and solutions do
museums need to focus on? At the same time, the software games business is
growing fast and now finding its way into non-entertainment contexts, helping
to deliver substantial benefits, particularly in education, training, research,
and health. This article outlines some aspects facing Digitally Native learners
in museums through an analysis of several radically new key technologies:
Interactivity, Wearables, Virtual Reality, and Augmented Reality. Special
attention is paid to use cases for application of games-based scenarios via
these technologies in non-leisure contexts and specifically for educational
purposes in museums.
