Academic year

2024/2025

An application with social and gamification elements to involve young people in the curatorship of the Biblioteca civica Centrale di Torino.

“CuraTOR” is an innovative initiative that aims to involve young people under 26 in the cultural life of the Turin Central Civic Library. 

Despite the frequent presence of young people for study and work, the project aims to stimulate their more active participation, encouraging them to take full advantage of the resources and services offered, promoting the library as a cultural center for gathering, knowledge and personal growth. The main objective is to transform the library into a dynamic reference point, not only as a place of study but also as a space for cultural growth and social aggregation, consistent with the mission of Turin's Civic Libraries: to foster free and inclusive access to knowledge and cultural heritage. Through a participatory and inclusive approach, the project stimulates intellectual curiosity and strengthens the sense of belonging to the community, contributing to the building of social capital.

Through the “CuraTOR” platform, young people will be able to propose and curate thematic sections of the library, choosing multimedia resources (books, films, comics and more), with a dedicated budget. They will also have the opportunity to organize cultural events such as workshops and presentations, expanding the cultural offerings and consolidating the library's role as a driving force behind knowledge and innovation. The project includes a targeted communication campaign, leveraging influencer marketing and digital tools to maximize engagement and ensure continued participation. 

“CuraTOR” thus strengthens the link between libraries and younger generations, promoting a dynamic and proactive cultural community.

 

The project in Innovation and Digital Production for Culture proposes to explore new tools and approaches to narrate libraries, using digital to engage the public. A reflection on the recipients and objectives of communication to define the content and engagement mechanisms, such as gamification, to be integrated into the production of digital content.