36. 2. A game is a fun and engaging.
Something about engagement
37. 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
38. 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
39. 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
40. 3. Games require failure.
http://www.mandible.net/
Image: Dungeons of Dredmore. review, firsthour.net
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.
- 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
- 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
- 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
- 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
- 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
Primarily about broadening our brand
Primarily about broadening our brand
Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
Game mechanics are a system – Games build skills in levels – building blocks, learning one small skill at a time
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
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.
– 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
Audience – part of the system is the audience too – but we’ll go into that in more depth in a bit…
Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
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.
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
Example LESSON 1 - They want professional dev help - Whyville
Sometimes being literal, and factual isn’t so fun. Sometimes fixing things that are wrong is fun and engaging.
Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment
Systems = game mechanicsFun + Engagement = learning by doingFailure = redefining what this means – building resiliency to experiment