Susan Edwards- Getty Trust
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Susan Edwards- Getty Trust

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"Using Games to Engage Visitors” ...

"Using Games to Engage Visitors”

A panel of museum education directors and consultants will explain how they have approached games for their institutions or clients, and what they've learned.

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  • COLOR: C 55 M 95 Y 7 K 15 Title: LTSyntax Bold 40pt Subtitle: LTSyntax Bold 28pt Content Titles: LTSyntax Bold 28pt Section Divider Titles: LTSyntax Bold 28pt COLOR: Black unless needed Content: Linotype Syntax Regular 20pt Bullet Points: Linotype Syntax Regular 16pt Captions: Linotype Syntax Regular 12pt Footer Info / Photo Credit: Linotype Syntax Light 8pt
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Susan Edwards- Getty Trust Susan Edwards- Getty Trust Presentation Transcript

  • The Museum as Game Space: Creating educational games for museum galleries
  • Why I Love Serious Games 2008: Fascinating! 1981: Not fascinating…
  • The Getty Villa
  • Digital Museum Gallery Games
  • Mystery @ the Museum Boston Museum of Science (2003) Played by parent and child teams with a Pocket PC and a walkie-talkie
  • Ghosts of a Chance Smithsonian American Art Museum (2008- 2010)
  • Murder at the Met The Metropolitan Museum of Art (2012)
  • Maryland Science Center PlanetMania (2013)
  • Capture the Museum National Gallery of Scotland (2013)
  • The J. Paul Getty Museum at the Getty Center Switch – Phases I & II (2012 & 2013)
  • Games at the Getty Villa
  • Creating a Game for the Getty Villa Phase I – Paper Prototype (2010)
  • Phases II & III – Partnering with the Rochester Institute of Technology Design Document iPod Prototype
  • Mosaic: Narrative
  • Mosaic: Quests
  • Mosaic Battles: a match-3 mechanic
  • Mosaic: Winning the Game
  • Mosaic: Increasing Difficulty Level 1 challenges Final Battle
  • Mosaic: Game Play
  • Mosaic: Win State
  • Mosaic: Audience Feedback so far •It’s fun (7.5-10 out 10). •The number of in-game rounds of match-3 need to be reduced. •How the game moves you through the museum needs to be rethought. •Scavenger hunt aspect gets high ratings from players. •People don’t explore buttons for information (Help) or game play (Change ability). •The map needs some work. •People read and enjoy the narrative. •Some players pay attention to works of art while playing, others don’t – the game does not require looking at the works of art.
  • Remaining Questions and Next Steps Game players must learn what the game requires in order to advance to a win. How do I make the content I want to teach: •Close looking at works of art •Information about how ancient works of art were made and used function as what the player must learn to win the game – and keep the game engaging at the same time?