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What Museums Learn
by Building Games
Susan Edwards
J. Paul Getty Trust
sedwards@getty.edu
@jolifanta
Ten years of museums games
Ten years of museums games
Build-a-Fish – Shedd Aquarium
2003
Image: Courtesy of eduweb
Ten years of museums games
Art Sets on Whyville – J. Paul Getty Museum
2004
Ten years of museums games
Knucklebones – J. Paul Getty Museum
2004
Ten years of museums games
GettyGames – J. Paul Getty Museum
2006
Ten years of museums games
Launchball – Science Museum, London
2007
Image: Businessweek.com
Ten years of museums games
Minnesota 150 Challenge – Minnesota Historical Society
2008
Image: Minnesota Historical Society on Flickr
Ten years of museums games
Spy in the City – International Spy Museum
2008
Images: International Spy Museum
Ten years of museums games
WolfQuest – Minnesota Zoo
2008
Image: wolfquest.org
Ten years of museums games
Tate Kids – Tate Gallery, London
2008
Image: Tate Kids
Ten years of museums games
Ghosts of a Chance ARG – Smithsonian American Art Museum
2008
Image: Ghost sofa chance.com
Ten years of museums games
Tate Trumps – Tate Gallery, London
2010
Image: Tate Trumps on iTiunes
Ten years of museums games
Art Game Lab – San Francisco Museum of Modern Art
2012
Image: SFMOMA
Ten years of museums games
Murder at the Met mobile– Metropolitan Museum
2012
Image: Metmuseum.org
Ten years of museums games
Switch mobile– J. Paul Getty Museum
2012
Why Do Museums Want to Make Games?
+ =?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Relevance
Attendance
Innovation
Social Interaction
Learning
Why Do Museums Want to Make Games?
Outward
facing goals
Marketing
PR
Education
Outward facing goals.
Let’s Look Inward.
What do we learn about ourselves?
Let’s Look Inward.
What do we learn about ourselves?
Professional Development
HR
Leadership
Play as Practice
Photo by arbyreed on Flickr
1. A game is a SYSTEM
2. Games are FUN and ENGAGING
3. In a game you FAIL often in order to succeed
Play as Practice
Photo by arbyreed on Flickr
1. Building SYSTEMS
1. Infusing FUN and
ENGAGEMENT
2. Learning to FAIL in
order to succeed
Play as Practice
Image: The Moffatt Girls blog
1. A game is a system.
1. A game is a system.
Images: iMore.com
LESSON: Simplify!
1. A game is a system.
Art Sets on Whyville– J. Paul Getty Museum
LESSON: Simplify!
1. A game is a system.
Axon – Wellcome Collection
Image: Wellcome Trust
LESSON: Collaboration
1. A game is a system.
Pheon – Smithsonian American Art Museum
Images: Courtesy of Smithsonian American Art Museum
LESSON: Collaboration
1. A game is a system.
Image of staff talking to visitors . (removed)
2. A game is a fun and engaging.
Something about engagement
LESSON: Re-think the Museum
2. A game is a fun and engaging.
Ghosts of a Chance ARG – Smithsonian American Art Museum
Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
LESSON: Re-think the Museum
2. A game is a fun and engaging.
Ghosts of a Chance ARG – Smithsonian American Art Museum
Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
LESSON: Learn to fib a bit
2. A game is a fun and engaging.
Switch mobile game – J. Paul Getty Museum
Images: J. Paul Getty Museum
3. Games require failure.
http://www.mandible.net/
Image: Dungeons of Dredmore. review, firsthour.net
LESSON: Fail often
3. Games require failure.
LESSON: Fail often
3. Games require failure.
LESSON: Fail often
Games require failure.
LESSON: Rapid prototype
3. Games require failure.
Images: Polgara on Flickr
LESSON: Listen
Games require failure.
Image of staff talking to visitors .
(removed)
LESSON: Listen
Games require failure.
LESSON: Resilience
3. A games require failure.
Early early version of switch with no narrative
1. Building SYSTEMS
2. Infusing FUN and
ENGAGEMENT
3. Learning to FAIL in
order to succeed
Play as Practice
Image: The Moffatt Girls blog
Thank You
Susan Edwards
J. Paul Getty Trust
sedwards@getty.edu
@jolifanta

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What Museums Learn by Making Games - Serious Play Conference 2013

Editor's Notes

  1. Shedd in CHicago
  2. With Tate Trumps, visitors to the Tate Modern museum in London can experience the artworks displayed in the galleries from a different perspective, becoming directly involved and invested in them. The app “transforms the Tate Modern’s permanent collection into a game,” explain the designers, that is available in Battle, Mood, or Collector modes. In the first, players imagine scenarios where artworks would attack each other; the Mood mode guides players in contemplating which artworks elicit the most intense emotions; and the Collector mode allows players to assemble their own virtual galleries. Once players have chosen a roster of artworks in any of these modes, they can meet other participants for a competitive card game based on their choices. In this way, Tate Trumps infuses the museum experience with interactive, social elements.
  3. - Insecurity - We are insecure about how fun we are. We think games will make us fun- Attendance – younger, new audiences. We think it will bring in new physical visitors and an increase in attendance, online + off innovation - We think it will make us look innovative and current Social - We think games will encourage social engagement around our collection and our brand Learning - Games are good teachers
  4. - Insecurity - We are insecure about how fun we are. We think games will make us fun- Attendance – younger, new audiences. We think it will bring in new physical visitors and an increase in attendance, online + off innovation - We think it will make us look innovative and current Social - We think games will encourage social engagement around our collection and our brand Learning - Games are good teachers
  5. - Insecurity - We are insecure about how fun we are. We think games will make us fun- Attendance – younger, new audiences. We think it will bring in new physical visitors and an increase in attendance, online + off innovation - We think it will make us look innovative and current Social - We think games will encourage social engagement around our collection and our brand Learning - Games are good teachers
  6. - Insecurity - We are insecure about how fun we are. We think games will make us fun- Attendance – younger, new audiences. We think it will bring in new physical visitors and an increase in attendance, online + off innovation - We think it will make us look innovative and current Social - We think games will encourage social engagement around our collection and our brand Learning - Games are good teachers
  7. - Insecurity - We are insecure about how fun we are. We think games will make us fun- Attendance – younger, new audiences. We think it will bring in new physical visitors and an increase in attendance, online + off innovation - We think it will make us look innovative and current Social - We think games will encourage social engagement around our collection and our brand Learning - Games are good teachers – forwards mission
  8. Primarily about broadening our brand
  9. Primarily about broadening our brand
  10. Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
  11. Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
  12. Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
  13. Game mechanics are a system – Games build skills in levels – building blocks, learning one small skill at a time
  14. Game mechanics as system designBuild skills in levels – building blocksMuseums (Art museums) aren’t very good at simpleAttempts at simplifying get labeled “dumb-ing down”Building games requires a team of experts Even simple games can be very complex
  15. Making these games isn’t about making “chocolate covered brocoli” – Danny BirchallThey brought neuroscientists together with game designers and had them all start with identifying basic rules governing brain development.
  16. – it has to work – technically, design, game play, messaging, all part of it. Sometimes solution is gameplay, s.t. technical, s.t. design…. It’s a system, and all parts of the system are keyCross-discipline skills building
  17. Audience – part of the system is the audience too – but we’ll go into that in more depth in a bit…
  18. Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
  19. Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
  20. Games are all about iterative learning. Most games are engaging precisely because you fail…..but you can still see what you have to learn in order to win, so you try again.
  21. We thought this was it – audio tours are random access, the idea of telling someone on vacation that they have to follow an exact pathway through the museum seemed wrong
  22. Example LESSON 1 - They want professional dev help - Whyville
  23. Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
  24. Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
  25. Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment