摘要:Digital games feature prominently in discussions concerning the ways museums mightreimagine themselves—and best serve their audiences—in an increasingly digital age. Questions areincreasingly asked about the opportunities various games might provide to foster historical imagination,and, in this process, contribute to the curation, construction and dissemination of knowledge: goals centralto the work of modern museums. This paper reports on the experiences and perceptions of three groups ofyear 9 students (aged 14-15) as they engaged with one purpose built digital game—called The Voyage—at the Australian National Maritime Museum in 2015. The researchers sought students’ feedback onthe strengths, weakness and possibilities associated with using games in museum contexts (rather than athome, or at school). In presenting students’ perspectives and their associated recommendations, the paperprovides vital end-user input into considerations about how museums might maximize the potential ofdigital games, to enhance historical awareness and understanding, build links to formal curriculum, andstrengthen partnerships between schools and museums.