BEST PRACTICES

CHOCOLATE FACTORY JORDIS, MARTIN KAISER

Museum of Eastern Czechia in Hradec Králové initiated the creation of original museum merchandising that would communicate the identity of the institution and its story in a contemporary and attractive way. For this purpose, it established cooperation with the local artisan chocolate factory Jordi’s Chocolate and the artist Martin Kaiser. The aim was to create a product that connects cultural heritage, contemporary art and local production.The result of the cooperation is an original chocolate, the visual appearance of which was created based on an original illustration by Martin Kaiser inspired by the architecture, collections and symbolism of the museum. The artistic design does not only fulfill a decorative function, but also functions as an interpretive medium that conveys the story of the institution through visual language.The Jordi’s chocolate factory ensured the artisanal production of the product with an emphasis on quality, local context and aesthetic processing. The project represents an example of interdisciplinary cooperation between a cultural institution, an artist and a local producer and contributes to the development of innovative forms of communication of the museum towards the public and to strengthening the relationship with the region. Location: Hradec Kralove 🇨🇿

CHOCOLATE FACTORY JORDIS, MARTIN KAISER

Museum of Eastern Czechia in Hradec Králové initiated the creation of original museum merchandising that would communicate the identity of the institution and its story in a contemporary and attractive way. For this purpose, it established cooperation with the local artisan chocolate factory Jordi’s Chocolate and the artist Martin Kaiser. The aim was to create a product that connects cultural heritage, contemporary art and local production.The result of the cooperation is an original chocolate, the visual appearance of which was created based on an original illustration by Martin Kaiser inspired by the architecture, collections and symbolism of the museum. The artistic design does not only fulfill a decorative function, but also functions as an interpretive medium that conveys the story of the institution through visual language.The Jordi’s chocolate factory ensured the artisanal production of the product with an emphasis on quality, local context and aesthetic processing. The project represents an example of interdisciplinary cooperation between a cultural institution, an artist and a local producer and contributes to the development of innovative forms of communication of the museum towards the public and to strengthening the relationship with the region. Location: Hradec Kralove 🇨🇿

CHOCOLATE FACTORY JORDIS, MARTIN KAISER

Museum of Eastern Czechia in Hradec Králové initiated the creation of original museum merchandising that would communicate the identity of the institution and its story in a contemporary and attractive way. For this purpose, it established cooperation with the local artisan chocolate factory Jordi’s Chocolate and the artist Martin Kaiser. The aim was to create a product that connects cultural heritage, contemporary art and local production.The result of the cooperation is an original chocolate, the visual appearance of which was created based on an original illustration by Martin Kaiser inspired by the architecture, collections and symbolism of the museum. The artistic design does not only fulfill a decorative function, but also functions as an interpretive medium that conveys the story of the institution through visual language.The Jordi’s chocolate factory ensured the artisanal production of the product with an emphasis on quality, local context and aesthetic processing. The project represents an example of interdisciplinary cooperation between a cultural institution, an artist and a local producer and contributes to the development of innovative forms of communication of the museum towards the public and to strengthening the relationship with the region. Location: Hradec Kralove 🇨🇿

TOTEBAG

At Museum of Eastern Czechia in Hradec Králové, we’ve been looking for fresh and original promotional items. So we opened up the museum’s history to students from Secondary school of Visual Arts, who brought creativity and a fresh perspective to it. From many great designs, we at The Centre for Creative Museology of the Hradec Králové Region selected this one (while others remain in the drawer) and brought it to life as a CANVAS TOTE BAG. Get yours on our e-shop or directly in the museum shop. Location: Hradec Kralove 🇨🇿

TOTEBAG

At Museum of Eastern Czechia in Hradec Králové, we’ve been looking for fresh and original promotional items. So we opened up the museum’s history to students from Secondary school of Visual Arts, who brought creativity and a fresh perspective to it. From many great designs, we at The Centre for Creative Museology of the Hradec Králové Region selected this one (while others remain in the drawer) and brought it to life as a CANVAS TOTE BAG. Get yours on our e-shop or directly in the museum shop. Location: Hradec Kralove 🇨🇿

TOTEBAG

At Museum of Eastern Czechia in Hradec Králové, we’ve been looking for fresh and original promotional items. So we opened up the museum’s history to students from Secondary school of Visual Arts, who brought creativity and a fresh perspective to it. From many great designs, we at The Centre for Creative Museology of the Hradec Králové Region selected this one (while others remain in the drawer) and brought it to life as a CANVAS TOTE BAG. Get yours on our e-shop or directly in the museum shop. Location: Hradec Kralove 🇨🇿

GAME APP,THE MICE FROM VESELÝ KOPEC

The Vysočina Open-Air Museum, in cooperation with Get Out Fun, developed a digital visitor game designed for families with children. The game is available to all museum visitors via a QR code. The project represents a successful example of cross-sector collaboration between a cultural institution and a private company. The museum contributed the narrative framework, background texts for the individual buildings and exhibits, as well as photographs and illustrations. The initial design of the main characters was created by the museum’s illustrator, while artificial intelligence was subsequently used to produce the final visual materials. The museum also provided expert consultation to ensure the accuracy of the information presented throughout the game. Get Out Fun was responsible for the technical and game-design aspects of the project. The company provided the digital platform, designed the puzzles, developed the game itself, and promoted it through its website. The collaboration also included a promotional package, access to the game evaluation interface, and external testers prior to the launch of the game. One of the principal benefits of the partnership was the company’s expertise in creating interactive visitor experiences and the availability of an existing digital platform, which significantly reduced development costs. Another advantage was the fresh and unbiased perspective brought by external designers who were not directly connected to the museum sector. The involvement of external testers also proved valuable. Furthermore, the close cooperation between the museum and the game developer enabled continuous revisions of the puzzles, texts, and visual materials throughout the development process until the final launch. The collaboration, however, also involved certain limitations. As access to the game is provided through the company’s platform, users are required to register and log in. In addition, the museum has only limited possibilities to modify the platform’s functions and technical features. Location: Hlinsko 🇨🇿

GAME APP,THE MICE FROM VESELÝ KOPEC

The Vysočina Open-Air Museum, in cooperation with Get Out Fun, developed a digital visitor game designed for families with children. The game is available to all museum visitors via a QR code. The project represents a successful example of cross-sector collaboration between a cultural institution and a private company. The museum contributed the narrative framework, background texts for the individual buildings and exhibits, as well as photographs and illustrations. The initial design of the main characters was created by the museum’s illustrator, while artificial intelligence was subsequently used to produce the final visual materials. The museum also provided expert consultation to ensure the accuracy of the information presented throughout the game. Get Out Fun was responsible for the technical and game-design aspects of the project. The company provided the digital platform, designed the puzzles, developed the game itself, and promoted it through its website. The collaboration also included a promotional package, access to the game evaluation interface, and external testers prior to the launch of the game. One of the principal benefits of the partnership was the company’s expertise in creating interactive visitor experiences and the availability of an existing digital platform, which significantly reduced development costs. Another advantage was the fresh and unbiased perspective brought by external designers who were not directly connected to the museum sector. The involvement of external testers also proved valuable. Furthermore, the close cooperation between the museum and the game developer enabled continuous revisions of the puzzles, texts, and visual materials throughout the development process until the final launch. The collaboration, however, also involved certain limitations. As access to the game is provided through the company’s platform, users are required to register and log in. In addition, the museum has only limited possibilities to modify the platform’s functions and technical features. Location: Hlinsko 🇨🇿

GAME APP,THE MICE FROM VESELÝ KOPEC

The Vysočina Open-Air Museum, in cooperation with Get Out Fun, developed a digital visitor game designed for families with children. The game is available to all museum visitors via a QR code. The project represents a successful example of cross-sector collaboration between a cultural institution and a private company. The museum contributed the narrative framework, background texts for the individual buildings and exhibits, as well as photographs and illustrations. The initial design of the main characters was created by the museum’s illustrator, while artificial intelligence was subsequently used to produce the final visual materials. The museum also provided expert consultation to ensure the accuracy of the information presented throughout the game. Get Out Fun was responsible for the technical and game-design aspects of the project. The company provided the digital platform, designed the puzzles, developed the game itself, and promoted it through its website. The collaboration also included a promotional package, access to the game evaluation interface, and external testers prior to the launch of the game. One of the principal benefits of the partnership was the company’s expertise in creating interactive visitor experiences and the availability of an existing digital platform, which significantly reduced development costs. Another advantage was the fresh and unbiased perspective brought by external designers who were not directly connected to the museum sector. The involvement of external testers also proved valuable. Furthermore, the close cooperation between the museum and the game developer enabled continuous revisions of the puzzles, texts, and visual materials throughout the development process until the final launch. The collaboration, however, also involved certain limitations. As access to the game is provided through the company’s platform, users are required to register and log in. In addition, the museum has only limited possibilities to modify the platform’s functions and technical features. Location: Hlinsko 🇨🇿

GAMING at the ZOO

Gaming at the heart of a Zoo? As museums, it's tempting to look at other museums or galleries for inspiration, "how are they doing things?" But what if we start learning or even collaborating with others, especially those operating in entirely different worlds? One institution that demonstrates this remarkably well is the Singapore Zoo, better known as Mandai Wildlife. While a zoo may at first seem distant from the museum world, it shares many similarities as a curated, educational, and narrative-driven public space. What makes the ideas and actions of this zoo especially relevant for museum professionals is found in how it continuously collaborates across disciplines to rethink audience engagement, learning, sustainability, storytelling, and public value. The result is an inspiring example of how cultural institutions can evolve by opening themselves up to ideas, expertise, and creative energy from entirely different worlds. Following is just one example of Mandai's many cross-sector collaborations with diverse partners based on compatible goals, mutual interest and innovation drivers Zoos are historically popular with families with young children and younger teenagers (who are usually visiting during school trips). Older teens and young adults however are a famously difficult demographic for wildlife parks to engage. In April 2026, Mandai Wildlife Reserve took a 'cross-sectoral leap' when it collaborated with Mojang Studios, (yes, the creators of Minecraft, the best-selling video game in history ), Microsoft, and a Canadian multimedia design studio called Supply+Demand, to host the first 'Minecraft Villager Rescue' in Asia. Minecraft Village Rescue is a real-life, 1-hour immersive adventure where players enter life-sized, projection-mapped rooms to physically mine resources, fight mobs, and rescue a blocky village. Hosting this physital (part real life, part digital) at the heart of Mandai Wildlife surrounded by the zoo and other Wildlife parks gives Mandai the opportunity to tap into an massive pool of gamers, drawing the 'hard to get' tech-centric demographics to a nature reserve who might otherwise never purchase a zoo ticket. Gamers of all ages turn into real-life heroes in an immersive and interactive experience as they journey through eight Minecraft rooms to rescue a village under siege from a zombie attack. The Minecraft experience package is bundled with entry to the Singapore Zoo, Bird Paradise, and River Wonders. Two months in, the Minecraft Villager Rescue has been highly successful, generating massive traction and positive public reception, showing that the zoo's strategic bet on bringing together a Wildlife experience with a gaming experience has paid off. The event has achieved a strong 4.5 out of 5-star rating based on visitor reviews. But most importantly, it has created a strong pull for families with older children, as well as teenagers, and adult gamers to visit its Wildlife parks.

GAMING at the ZOO

Gaming at the heart of a Zoo? As museums, it's tempting to look at other museums or galleries for inspiration, "how are they doing things?" But what if we start learning or even collaborating with others, especially those operating in entirely different worlds? One institution that demonstrates this remarkably well is the Singapore Zoo, better known as Mandai Wildlife. While a zoo may at first seem distant from the museum world, it shares many similarities as a curated, educational, and narrative-driven public space. What makes the ideas and actions of this zoo especially relevant for museum professionals is found in how it continuously collaborates across disciplines to rethink audience engagement, learning, sustainability, storytelling, and public value. The result is an inspiring example of how cultural institutions can evolve by opening themselves up to ideas, expertise, and creative energy from entirely different worlds. Following is just one example of Mandai's many cross-sector collaborations with diverse partners based on compatible goals, mutual interest and innovation drivers Zoos are historically popular with families with young children and younger teenagers (who are usually visiting during school trips). Older teens and young adults however are a famously difficult demographic for wildlife parks to engage. In April 2026, Mandai Wildlife Reserve took a 'cross-sectoral leap' when it collaborated with Mojang Studios, (yes, the creators of Minecraft, the best-selling video game in history ), Microsoft, and a Canadian multimedia design studio called Supply+Demand, to host the first 'Minecraft Villager Rescue' in Asia. Minecraft Village Rescue is a real-life, 1-hour immersive adventure where players enter life-sized, projection-mapped rooms to physically mine resources, fight mobs, and rescue a blocky village. Hosting this physital (part real life, part digital) at the heart of Mandai Wildlife surrounded by the zoo and other Wildlife parks gives Mandai the opportunity to tap into an massive pool of gamers, drawing the 'hard to get' tech-centric demographics to a nature reserve who might otherwise never purchase a zoo ticket. Gamers of all ages turn into real-life heroes in an immersive and interactive experience as they journey through eight Minecraft rooms to rescue a village under siege from a zombie attack. The Minecraft experience package is bundled with entry to the Singapore Zoo, Bird Paradise, and River Wonders. Two months in, the Minecraft Villager Rescue has been highly successful, generating massive traction and positive public reception, showing that the zoo's strategic bet on bringing together a Wildlife experience with a gaming experience has paid off. The event has achieved a strong 4.5 out of 5-star rating based on visitor reviews. But most importantly, it has created a strong pull for families with older children, as well as teenagers, and adult gamers to visit its Wildlife parks.

GAMING at the ZOO

Gaming at the heart of a Zoo? As museums, it's tempting to look at other museums or galleries for inspiration, "how are they doing things?" But what if we start learning or even collaborating with others, especially those operating in entirely different worlds? One institution that demonstrates this remarkably well is the Singapore Zoo, better known as Mandai Wildlife. While a zoo may at first seem distant from the museum world, it shares many similarities as a curated, educational, and narrative-driven public space. What makes the ideas and actions of this zoo especially relevant for museum professionals is found in how it continuously collaborates across disciplines to rethink audience engagement, learning, sustainability, storytelling, and public value. The result is an inspiring example of how cultural institutions can evolve by opening themselves up to ideas, expertise, and creative energy from entirely different worlds. Following is just one example of Mandai's many cross-sector collaborations with diverse partners based on compatible goals, mutual interest and innovation drivers Zoos are historically popular with families with young children and younger teenagers (who are usually visiting during school trips). Older teens and young adults however are a famously difficult demographic for wildlife parks to engage. In April 2026, Mandai Wildlife Reserve took a 'cross-sectoral leap' when it collaborated with Mojang Studios, (yes, the creators of Minecraft, the best-selling video game in history ), Microsoft, and a Canadian multimedia design studio called Supply+Demand, to host the first 'Minecraft Villager Rescue' in Asia. Minecraft Village Rescue is a real-life, 1-hour immersive adventure where players enter life-sized, projection-mapped rooms to physically mine resources, fight mobs, and rescue a blocky village. Hosting this physital (part real life, part digital) at the heart of Mandai Wildlife surrounded by the zoo and other Wildlife parks gives Mandai the opportunity to tap into an massive pool of gamers, drawing the 'hard to get' tech-centric demographics to a nature reserve who might otherwise never purchase a zoo ticket. Gamers of all ages turn into real-life heroes in an immersive and interactive experience as they journey through eight Minecraft rooms to rescue a village under siege from a zombie attack. The Minecraft experience package is bundled with entry to the Singapore Zoo, Bird Paradise, and River Wonders. Two months in, the Minecraft Villager Rescue has been highly successful, generating massive traction and positive public reception, showing that the zoo's strategic bet on bringing together a Wildlife experience with a gaming experience has paid off. The event has achieved a strong 4.5 out of 5-star rating based on visitor reviews. But most importantly, it has created a strong pull for families with older children, as well as teenagers, and adult gamers to visit its Wildlife parks.

AN IMMERSIVE INSTALLATION IN THE CHURCH

The immersive installation titled Divotvornosti (Wonderings) was opened in spring 2026 by the Hradecko Destination Company. It is an audiovisual installation that combines history, contemporary artistic expression, and the atmosphere of the unique interior of the Church of St. Nicholas in Hradec Králové. The installation tells a powerful story about the construction of the wooden church, which was relocated several times throughout its existence and whose roots trace back to eastern Slovakia. The themes of journey, memory, and transformation became the central thread of the entire exhibition. Divotvornosti does not function as a conventional historical exhibition. Instead of a standard interpretive display, it offers visitors an experience that engages hearing, imagination, and spatial perception. The installation was created by an artistic team consisting of Dominika Špalková, Viktorie Vášová, Ian Mikyska, and Šárka Zahálková. Production was managed by Barbora Hodonická, while expert consultation was provided by Lucie Nováková. Preparations for the project also included a study trip to eastern Slovakia. Location: Hradec Kralove 🇨🇿

AN IMMERSIVE INSTALLATION IN THE CHURCH

The immersive installation titled Divotvornosti (Wonderings) was opened in spring 2026 by the Hradecko Destination Company. It is an audiovisual installation that combines history, contemporary artistic expression, and the atmosphere of the unique interior of the Church of St. Nicholas in Hradec Králové. The installation tells a powerful story about the construction of the wooden church, which was relocated several times throughout its existence and whose roots trace back to eastern Slovakia. The themes of journey, memory, and transformation became the central thread of the entire exhibition. Divotvornosti does not function as a conventional historical exhibition. Instead of a standard interpretive display, it offers visitors an experience that engages hearing, imagination, and spatial perception. The installation was created by an artistic team consisting of Dominika Špalková, Viktorie Vášová, Ian Mikyska, and Šárka Zahálková. Production was managed by Barbora Hodonická, while expert consultation was provided by Lucie Nováková. Preparations for the project also included a study trip to eastern Slovakia. Location: Hradec Kralove 🇨🇿

AN IMMERSIVE INSTALLATION IN THE CHURCH

The immersive installation titled Divotvornosti (Wonderings) was opened in spring 2026 by the Hradecko Destination Company. It is an audiovisual installation that combines history, contemporary artistic expression, and the atmosphere of the unique interior of the Church of St. Nicholas in Hradec Králové. The installation tells a powerful story about the construction of the wooden church, which was relocated several times throughout its existence and whose roots trace back to eastern Slovakia. The themes of journey, memory, and transformation became the central thread of the entire exhibition. Divotvornosti does not function as a conventional historical exhibition. Instead of a standard interpretive display, it offers visitors an experience that engages hearing, imagination, and spatial perception. The installation was created by an artistic team consisting of Dominika Špalková, Viktorie Vášová, Ian Mikyska, and Šárka Zahálková. Production was managed by Barbora Hodonická, while expert consultation was provided by Lucie Nováková. Preparations for the project also included a study trip to eastern Slovakia. Location: Hradec Kralove 🇨🇿

NANOQ ESCAPE GAME

Seeking to re-engage corporate teams and younger business audiences, the Arctic Museum Nanoq collaborated with local creative game developers and regional companies to launch "Nanoq Escape." Instead of a traditional indoor escape room, this project transformed the museum’s historic outdoor arctic cottages into a sprawling, site-specific historical mystery game. Corporate teams must solve puzzles, unlock cabins, and learn about polar expedition history to achieve their goals. The concept has become a highly sought-after local team-building package that provides the museum with a steady stream of B2B revenue while offering businesses an unconventional corporate wellness activity. Location: Jakobstad 🇫🇮

NANOQ ESCAPE GAME

Seeking to re-engage corporate teams and younger business audiences, the Arctic Museum Nanoq collaborated with local creative game developers and regional companies to launch "Nanoq Escape." Instead of a traditional indoor escape room, this project transformed the museum’s historic outdoor arctic cottages into a sprawling, site-specific historical mystery game. Corporate teams must solve puzzles, unlock cabins, and learn about polar expedition history to achieve their goals. The concept has become a highly sought-after local team-building package that provides the museum with a steady stream of B2B revenue while offering businesses an unconventional corporate wellness activity. Location: Jakobstad 🇫🇮

NANOQ ESCAPE GAME

Seeking to re-engage corporate teams and younger business audiences, the Arctic Museum Nanoq collaborated with local creative game developers and regional companies to launch "Nanoq Escape." Instead of a traditional indoor escape room, this project transformed the museum’s historic outdoor arctic cottages into a sprawling, site-specific historical mystery game. Corporate teams must solve puzzles, unlock cabins, and learn about polar expedition history to achieve their goals. The concept has become a highly sought-after local team-building package that provides the museum with a steady stream of B2B revenue while offering businesses an unconventional corporate wellness activity. Location: Jakobstad 🇫🇮

FACES OF WAR 1866

The Museum of Eastern Bohemia in Hradec Králové initiated a digital transformation of the newly renovated Museum of the War of 1866 on the Chlum battlefield. Following a comprehensive 20 million CZK restoration of the site, the museum wanted to move beyond traditional, static military maps to highlight the individual human tragedies of the Austro-Prussian conflict. For this purpose, they partnered with Charles Games to co-create a cutting-edge digital companion. The collaboration led to the development of the mobile application Faces of War 1866 (Tváře války 1866). This interactive companion uses illustrated comics and location-based augmented reality (AR) to tell the personal stories of military and civilian characters who lived through the war. Visitors directly on the battlefield can scan QR codes to bring history to life, transforming the battlefield visit into an immersive narrative experience for the 21st century. Location: Chlum 🇨🇿

FACES OF WAR 1866

The Museum of Eastern Bohemia in Hradec Králové initiated a digital transformation of the newly renovated Museum of the War of 1866 on the Chlum battlefield. Following a comprehensive 20 million CZK restoration of the site, the museum wanted to move beyond traditional, static military maps to highlight the individual human tragedies of the Austro-Prussian conflict. For this purpose, they partnered with Charles Games to co-create a cutting-edge digital companion. The collaboration led to the development of the mobile application Faces of War 1866 (Tváře války 1866). This interactive companion uses illustrated comics and location-based augmented reality (AR) to tell the personal stories of military and civilian characters who lived through the war. Visitors directly on the battlefield can scan QR codes to bring history to life, transforming the battlefield visit into an immersive narrative experience for the 21st century. Location: Chlum 🇨🇿

FACES OF WAR 1866

The Museum of Eastern Bohemia in Hradec Králové initiated a digital transformation of the newly renovated Museum of the War of 1866 on the Chlum battlefield. Following a comprehensive 20 million CZK restoration of the site, the museum wanted to move beyond traditional, static military maps to highlight the individual human tragedies of the Austro-Prussian conflict. For this purpose, they partnered with Charles Games to co-create a cutting-edge digital companion. The collaboration led to the development of the mobile application Faces of War 1866 (Tváře války 1866). This interactive companion uses illustrated comics and location-based augmented reality (AR) to tell the personal stories of military and civilian characters who lived through the war. Visitors directly on the battlefield can scan QR codes to bring history to life, transforming the battlefield visit into an immersive narrative experience for the 21st century. Location: Chlum 🇨🇿

HERITAGE AS A SERVICE

Stundars Open-Air Museum partnered with regional craftsmen, creative designers, and businesses within the BBH network to build commercial "Heritage-as-a-Service" products. Moving away from standard tourism, they co-created hands-on historic corporate well-being days where company employees practice traditional 19th-century industrial and maritime crafts alongside master artisans. The Stundars open-air museum offers companies and groups for instance an experience-based and culturally enriching service called “Kaffi tå! – Århundradets kärlekssaga” (loosely translated as “Coffee time! – The love story of the century”). This museum-based educational activity takes participants on a time travel journey to the early 1900s and combines traditional cultural heritage with modern gamified learning. Kaffi tå! is inspired by escape room games, but instead of trying to escape, the goal is to save the maid Lina from an unhappy marriage. The story takes place in the museum village of Stundars. Lina is caught between two suitors, the young farmhand August and a wealthy farmer. Location: Stundarsintie 🇫🇮

HERITAGE AS A SERVICE

Stundars Open-Air Museum partnered with regional craftsmen, creative designers, and businesses within the BBH network to build commercial "Heritage-as-a-Service" products. Moving away from standard tourism, they co-created hands-on historic corporate well-being days where company employees practice traditional 19th-century industrial and maritime crafts alongside master artisans. The Stundars open-air museum offers companies and groups for instance an experience-based and culturally enriching service called “Kaffi tå! – Århundradets kärlekssaga” (loosely translated as “Coffee time! – The love story of the century”). This museum-based educational activity takes participants on a time travel journey to the early 1900s and combines traditional cultural heritage with modern gamified learning. Kaffi tå! is inspired by escape room games, but instead of trying to escape, the goal is to save the maid Lina from an unhappy marriage. The story takes place in the museum village of Stundars. Lina is caught between two suitors, the young farmhand August and a wealthy farmer. Location: Stundarsintie 🇫🇮

HERITAGE AS A SERVICE

Stundars Open-Air Museum partnered with regional craftsmen, creative designers, and businesses within the BBH network to build commercial "Heritage-as-a-Service" products. Moving away from standard tourism, they co-created hands-on historic corporate well-being days where company employees practice traditional 19th-century industrial and maritime crafts alongside master artisans. The Stundars open-air museum offers companies and groups for instance an experience-based and culturally enriching service called “Kaffi tå! – Århundradets kärlekssaga” (loosely translated as “Coffee time! – The love story of the century”). This museum-based educational activity takes participants on a time travel journey to the early 1900s and combines traditional cultural heritage with modern gamified learning. Kaffi tå! is inspired by escape room games, but instead of trying to escape, the goal is to save the maid Lina from an unhappy marriage. The story takes place in the museum village of Stundars. Lina is caught between two suitors, the young farmhand August and a wealthy farmer. Location: Stundarsintie 🇫🇮

BRINGING HISTORY TO LIFE THROUGH PUPPETS

The Wallenstein Loggia in Jicin is much more than a restored Baroque monument. Over the years, it has evolved into a vibrant cultural centre where history, theatre and community come together through exhibitions, performances, festivals and creative workshops. With support from the Creative Voucher Scheme of the Hradec Králové Region, the Wallenstein Loggia partnered with the Marek family puppet workshop, well known for its traditional craftsmanship and artistic approach to puppet making. Together, they created original puppets representing important historical figures connected with the Loggia and its story. The puppets were designed specifically for a new theatrical production that introduces visitors to the history of the site in an engaging and accessible way. Instead of presenting historical facts through conventional interpretation, the project transforms local heritage into a living experience where storytelling, visual art and craftsmanship inspire audiences of all ages. This collaboration is a great example of how cultural heritage institutions and independent creative professionals can jointly create new cultural value. By combining traditional puppet-making with site-specific theatre, the project strengthens the connection between the monument and its visitors while preserving and promoting local artistic traditions. The initiative demonstrates how even a relatively small financial contribution can spark meaningful cross-sector cooperation and produce a lasting cultural outcome. The newly created puppets will continue to be used in future performances and educational programmes, ensuring that the project's impact extends well beyond its initial implementation. Through this partnership, the Wallenstein Loggia has enriched its cultural programme with an original artistic format that makes the history of this remarkable Baroque landmark more vivid, memorable and accessible for future generations. Location: Jicin 🇨🇿

BRINGING HISTORY TO LIFE THROUGH PUPPETS

The Wallenstein Loggia in Jicin is much more than a restored Baroque monument. Over the years, it has evolved into a vibrant cultural centre where history, theatre and community come together through exhibitions, performances, festivals and creative workshops. With support from the Creative Voucher Scheme of the Hradec Králové Region, the Wallenstein Loggia partnered with the Marek family puppet workshop, well known for its traditional craftsmanship and artistic approach to puppet making. Together, they created original puppets representing important historical figures connected with the Loggia and its story. The puppets were designed specifically for a new theatrical production that introduces visitors to the history of the site in an engaging and accessible way. Instead of presenting historical facts through conventional interpretation, the project transforms local heritage into a living experience where storytelling, visual art and craftsmanship inspire audiences of all ages. This collaboration is a great example of how cultural heritage institutions and independent creative professionals can jointly create new cultural value. By combining traditional puppet-making with site-specific theatre, the project strengthens the connection between the monument and its visitors while preserving and promoting local artistic traditions. The initiative demonstrates how even a relatively small financial contribution can spark meaningful cross-sector cooperation and produce a lasting cultural outcome. The newly created puppets will continue to be used in future performances and educational programmes, ensuring that the project's impact extends well beyond its initial implementation. Through this partnership, the Wallenstein Loggia has enriched its cultural programme with an original artistic format that makes the history of this remarkable Baroque landmark more vivid, memorable and accessible for future generations. Location: Jicin 🇨🇿

BRINGING HISTORY TO LIFE THROUGH PUPPETS

The Wallenstein Loggia in Jicin is much more than a restored Baroque monument. Over the years, it has evolved into a vibrant cultural centre where history, theatre and community come together through exhibitions, performances, festivals and creative workshops. With support from the Creative Voucher Scheme of the Hradec Králové Region, the Wallenstein Loggia partnered with the Marek family puppet workshop, well known for its traditional craftsmanship and artistic approach to puppet making. Together, they created original puppets representing important historical figures connected with the Loggia and its story. The puppets were designed specifically for a new theatrical production that introduces visitors to the history of the site in an engaging and accessible way. Instead of presenting historical facts through conventional interpretation, the project transforms local heritage into a living experience where storytelling, visual art and craftsmanship inspire audiences of all ages. This collaboration is a great example of how cultural heritage institutions and independent creative professionals can jointly create new cultural value. By combining traditional puppet-making with site-specific theatre, the project strengthens the connection between the monument and its visitors while preserving and promoting local artistic traditions. The initiative demonstrates how even a relatively small financial contribution can spark meaningful cross-sector cooperation and produce a lasting cultural outcome. The newly created puppets will continue to be used in future performances and educational programmes, ensuring that the project's impact extends well beyond its initial implementation. Through this partnership, the Wallenstein Loggia has enriched its cultural programme with an original artistic format that makes the history of this remarkable Baroque landmark more vivid, memorable and accessible for future generations. Location: Jicin 🇨🇿

Synergy Across Sector: 2025-1-CZ01-KA220-ADU-000358083.
Under the patronage of the Ministry of Culture of the Czech Republic.

Funded by the European Union. The views and opinions expressed are those of the authors and do not necessarily reflect those of the European Union or the House of Foreign Affairs. Neither the European Union nor the grant provider is responsible for them.

Synergy Across Sector: 2025-1-CZ01-KA220-ADU-000358083.
Under the patronage of the Ministry of Culture of the Czech Republic.

Funded by the European Union. The views and opinions expressed are those of the authors and do not necessarily reflect those of the European Union or the House of Foreign Affairs. Neither the European Union nor the grant provider is responsible for them.

Synergy Across Sector: 2025-1-CZ01-KA220-ADU-000358083. Under the patronage of the Ministry of Culture of the Czech Republic.

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