Museum-A-Thon

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About Museum-A-Thon

The competition seeks to generate creative ideas that reimagine museums as shared spaces for creativity, learning, and sustainable growth. The competition focuses on enhancing the creative thinking of participating teams by designing innovative solutions that leverage technology and innovation to transform museums into interactive and participatory environments that contribute to delivering new community experiences and enhance lifelong learning methods.

Museum-A-Thon Goals

Promoting Technological Innovation

Encouraging the use of tools like AI and VR to enhance the museum experience

Empowering National Talents

Creating a space for participants to showcase innovative and impactful ideas

Supporting Sustainability in Museums

Designing tech-driven solutions that promote sustainable museum practices

Providing Specialized Training

Helping participants improve their ideas and prototypes through innovation tools

Enhancing Creative and Research Skills

Fostering critical thinking, research, and teamwork for practical solutions

Museum-A-Thon Challenge 2025

How might we reimagine the museum as a shared space for co-creation, learning and sustainable growth through technology and innovation?

Museums in Saudi Arabia are at a turning point. No longer just institutions of preservation, they have the potential to become dynamic spaces of co-creation, learning and community engagement. This challenge invites you to reimagine how Saudi museums can use technology and creative business models to become more engaging, participatory and financially sustainable.

Your solution should consider how students, schools and communities can take an active role, whether co-curating content, designing learning tools, or helping shape new income streams. Think youth-led storytelling, co-curation and educational platforms, cultural IP licensing, or gamified virtual experiences.

Think about how museums can collaborate with universities, startups, the community or creative partners to engage wider audiences and build lasting value. We’re looking for ideas that go beyond exhibits: How might digital innovation make museums shared spaces of learning, creativity and sustainable growth?

Your concept should include a prototype or business model that shares ownership with the public while supporting long-term sustainability. An ideal solution will present an original idea, a clear business model and meaningful community and educational impact, all rooted in the Saudi museum context.

Target Groups

Culture and Creative Industries Enthusiasts

Designers, curators, and creatives passionate about cultural innovation

Students and Graduates in Creative & Tech Fields

From architecture and art to media and digital design, those eager to solve real-world cultural challenges

Tech Startups and Digital Entrepreneurs

Individuals or teams building tools for cultural collaboration or community engagement

Interactive Experience Designers

Creators using gamification or digital storytelling to boost learning

Museum Professionals and Business Innovators

Those shaping scalable, ethical models aligned with cultural missions

Participation Phases

25 May – 12 June

Registration Open

Teams can register through the official website (one person per team).

13 June – 17 June

Review and Teams Shortlisting

A selection committee evaluates applications. Selected teams are notified and invited to take part in the introductory webinar and the in-person Museum-A-Thon.

18 June

Virtual Introductory Webinar

An orientation session covering the challenge theme, judging criteria and expectations. Virtual attendance is compulsory for all qualifying teams.

28 – 30 June

Museum-A-Thon (In-Person in Riyadh)

Qualified teams gather in-person in Riyadh to develop their solutions with mentorship, ideation sessions and group work

30 June

Pitch Day & Awards Ceremony

Finalist teams pitch presentations to a jury. Winners announced and awarded.

Evaluation Criteria

Your Final Submission and Presentation will be evaluated based on

  • Creativity and Originality:

    How unique, innovative and thoughtfully developed is the idea in addressing the challenge?

  • Contextual Relevance and Feasibility:

    How well does the solution respond to the specific needs, realities and opportunities of the Saudi museum ecosystem?

  • Business Model:

    Does the solution present a clear and innovative model for generating value that can be sustained or scaled?

  • Impact Potential:

    What is the projected impact of the solution on local communities, education, and the cultural sector? Does it promote inclusive participation and long-term value?

  • Clarity and Quality of the Final Output:

    How well is the solution presented in its final form? Is it clear, coherent and visually or structurally well-developed to communicate the concept effectively?

    Note: Additional factors, such as team professionalism, collaboration dynamics and alignment with specific goals, may also be considered where relevant.

  • Award

    The ICEIM will honor the winning team, which will receive rewards to be announced later.

    Terms and Conditions

    Terms & Conditions

    • Eligibility

      All team participants must be 19 years of age or older and must be Saudi nationals.

    • Team Participation

      Teams must consist of 2 to 5 members. Individual submissions or teams larger than 5 members are not allowed. Each team must designate a primary team member to fill out the registration form. Teams are encouraged to have diverse backgrounds and complementary skillsets.

    • Team Registration

      The registration form must be submitted by the designated team member and include the names, contact information and required documentation for all team members.

    • In-Person Participation

      Qualifying teams must be available to attend the in-person Museum-A-Thon in Riyadh, taking place from 28th to 30th June. Travel and accommodation expenses within Saudi Arabia will not be covered by the event organizers.

    • Introductory Webinar

      All qualifying teams must attend the compulsory virtual introductory webinar to receive event details and important information.

    • Skills and Expertise

      Participants should possess relevant technological, practical or creative expertise and skills to contribute effectively to the challenge.

    • Intellectual Property

      Participants retain ownership of the intellectual property (IP) they develop during the competition. However, by submitting their solution, participants grant the organizers a non-exclusive license to use, showcase or promote the solution for event-related purposes.

    • Confidentiality

      Any information shared by the organizers or other participants during the event should be treated as confidential unless explicitly stated otherwise.

      Judging and Disqualification: The organizers reserve the right to disqualify any team or participant for failure to comply with the event rules, timelines or the evaluation criteria.

    • Code of Conduct

      All participants must adhere to a code of conduct ensuring respectful, ethical, and inclusive behavior during the competition. Any disruptive conduct will not be tolerated.

    Registration Form