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In the world of museum programming, breaking free from traditional methods to engage audiences can be a daunting task. However, Dhani Adomaitis and Brian Moore, public programming coordinators at The Historic New Orleans Collection (THNOC), have successfully navigated this challenge with their innovative approach to adult engagement. By reimagining museum experiences as interactive games, they have opened new doors—both literal and figurative—to connect with a diverse audience. Their recent conference presentation offers a compelling case study on the power of play in museum settings.
The Historic New Orleans Collection, located in the French Quarter, is not just a museum but also a publisher and research centre with a mission to preserve and share the rich history and culture of New Orleans and the Gulf South region. With a team of 140 dedicated staff members, THNOC is committed to serving as a steward of this heritage. In their roles, Adomaitis and Moore produce over 40 public programs annually, ranging from exhibitions and lectures to community partner events and receptions. However, they recognised that something was missing—especially when it came to adult programming.

In spring 2024, Adomaitis and Moore were tasked with developing a program in conjunction with two exhibitions at the museum: a traveling show on Masonic folk art curated by the American Folk Art Museum in New York, and a smaller in-house exhibit focusing on the history of local Freemasons and Odd Fellows. Rather than opting for a conventional event, they chose to turn this program into an interactive game, drawing inspiration from the 2004 film “National Treasure.” Their goal was to engage audiences in a new and surprising way, create a program geared toward adults, and attract local participants, particularly those who had never visited THNOC or had not done so in a long time.
The decision to incorporate play into the museum’s programming was not made lightly. Adomaitis and Moore posed a crucial question: Why should adults play in a museum setting? They argued that play has the potential to dismantle preconceived notions of museums as sterile, unwelcoming spaces. Many adults recall childhood field trips to museums where they were told not to run, speak loudly, or touch anything. These experiences often left lasting impressions of museums as rigid and intimidating. Adomaitis and Moore wanted to challenge these perceptions by reintroducing playfulness into the museum environment.

“Play opens doors, both literal and figurative,” said Moore. By creating a safe space for adults to engage in play, the coordinators hoped to rekindle curiosity and encourage a deeper connection with museum content. They emphasized the importance of fostering an inclusive atmosphere where participants felt comfortable letting their guard down and embracing silliness. To achieve this, they designed a program that encouraged group participation, featured enthusiastic leadership, and allowed adults to enter the game on their own terms.
To guide their creative process, Adomaitis and Moore relied on four cardinal directions: image, idea, concept, and design. These steps provided a structured approach to ensure the program remained true to its goals. They began by identifying an inspiring image—in this case, the adventurous spirit of “National Treasure.” From there, they developed a broad idea: to create a game grounded in history that was as fun and engaging as the film. The concept took shape as an “Amazing Race”-style adventure that would extend beyond the museum walls and into the French Quarter.

The final stage, design, involved the nuts and bolts of the game. Adomaitis and Moore envisioned teams of five racing through the French Quarter, completing tasks and challenges at various stops. To add depth and context, they partnered with other local museums, effectively turning the entire neighbourhood into a giant board game. This collaboration not only expanded the playing field but also enriched the historical narrative woven throughout the game.
One of the most remarkable aspects of the program was the level of community involvement. Adomaitis and Moore reached out to several local museums with a simple question: “Do you wanna play a game with us?” The response was overwhelmingly positive, and soon, staff members from various institutions were dressing in costumes, playing characters, and integrating their own mini-games into the larger event. Local performer and director Rebecca Rae also joined the project, assembling a troupe of historical reenactors who brought famous Freemasons to life.

This collaborative spirit extended to the participants as well. The game was designed to be inclusive and accessible, with challenges that could be tackled by anyone, regardless of their background or ability. From solving historical puzzles to reenacting a salacious murder case, the program invited adults to immerse themselves in the history of New Orleans in a way that was both educational and entertaining.
The program, aptly named the “aMason Race,” sold out immediately and was met with enthusiastic feedback from participants. A post-event survey revealed that 100% of respondents would like to participate in a similar event again. Many praised the clarity of instructions, the engaging interactions with costumed characters, and the overall enjoyment of the experience. Importantly, the survey also indicated that the event had succeeded in drawing new visitors to THNOC and its partner museums.
However, Adomaitis and Moore also acknowledged the lessons learned. While most participants found the level of physical activity manageable, some felt it was too strenuous. They also noted that certain tasks and locations worked better than others, underscoring the importance of aligning every aspect of the program with the core image and concept.
Ultimately, the success of the “aMason Race” underscored the potential of play as a transformative tool in museum programming. By inviting adults to take their hands out of their pockets and engage with history on a playful level, Adomaitis and Moore not only met their programming goals but also demonstrated that museums can be spaces of joy, curiosity, and community connection.
As they look to the future, Adomaitis and Moore hope to continue building on this momentum. Their experience serves as a valuable reminder that the key to engaging audiences—of any age—may be as simple as allowing them to play.
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Dhani Adomaitis and Brian Moore from The Historic New Orleans Collection (THNOC) spoke at the Museums, Games & Play Summit 2024.
Jim Richardson is the founder of MuseumNext. He has worked with the museum sector on digital and innovation projects for more than twenty years and now spends his time championing best practice through MuseumNext.
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