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Serious Games Association - Museum Games presentation by James Collins (Smithsonian)

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James Collins, Digital Media Project Manager at the Smithsonian Center for Learning and Digital Access, will discuss current trends in museum games Thursday, June 4 at 10 a.m. PST.

“Museum Games: Where Are We and Where Can We Go?” will include a critical look at where museum games have the potential to go in the future. Collins will cover audience, learning environments, player motivations and learning outcomes.

Collins manages the development of interactive media for SCLDA. He also manages the Group for the Advancement of Interactive Museum Engagement (GAIME), a cross-institution group of professionals dedicated to advancing the use of game-based learning methods in cultural institutions.

The Webinar is part of a series featuring speakers from the annual Serious Play Conference, this year Tuesday-Thursday, July 21-23, 2015 at Carnegie Mellon University.

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Serious Games Association - Museum Games presentation by James Collins (Smithsonian)

  1. 1. @JamesCollinsJr learning.si.edu
  2. 2. Who? Audience Where? Learning Environment How? Player Motivation Why? Learning Outcomes
  3. 3. Who? Audience Trend: Children and millennials Assumption: Games only appeal to those < 35 Reality: False, 39% of gamers are 36+* *Essential Facts, ESA (2014)
  4. 4. Image: http://scottishgames.net/2014/10/24/games-meets-textiles-out-now-strawberry-thief/
  5. 5. Where? Learning Environment Trend: In gallery or in schools Assumption: People only play edu games when required Reality: Partially true, but don’t underestimate home environments. 51% of US households own a console.* *Essential Facts, ESA (2014)
  6. 6. Image: https://www.youtube.com/watch?v=axSxOZ2pVBY
  7. 7. How? Player Motivation Trend: Gamification Assumption: Points/levels/scores drive participation Reality: False, intrinsic motivation drives interest, fun, and learning.* *Check out motivation research at create.nyu.edu
  8. 8. Image: http://www.timeout.com/london/kids/against-captains-orders-a-journey-into-the-uncharted
  9. 9. Why? Learning Outcomes Trend: Standards alignment Assumption: Game must be aligned to CCSS Reality: Depends on environment/program/org goals/etc.
  10. 10. Image: http://www.fablevisionstudios.com/ripped-apart/
  11. 11. Museum games are an underdeveloped medium. We need: More experimentation More collaborations More data More story
  12. 12. Image: http://prostheticknowledge.tumblr.com/post/117873450421/the-night-cafe-vr-experience-by-mac-cauley MORE EXPERIMENTATION
  13. 13. Valiant Hearts (2014) MORE COLLABORATIONS
  14. 14. Image: http://scopicdrive.com/?tag=playnomics MORE DATA
  15. 15. MORE STORY “The Stories We Tell” Wednesday, July 22nd 11:30 AM, Serious Play Conference
  16. 16. @JamesCollinsJr Continue the conversation on Twitter: #musegames @SeriousPlayConf

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