PLUG Project MW2011

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PLUG Project MW2011

  1. 1. PLUG PLay Ubiquitous Games… and play more A ubiquitous Mobile Edutainment Application For Learning Science Through PlayApril 9th, 2011 Museums and the Web - Games Session -
  2. 2. Who?• The French National Museum of Industrial Arts and Crafts (Musée des arts et métiers)• Research laboratories:• Industrials:• Role players outdoor game-design association:April 9th, 2011 Museums and the Web - Games Session -
  3. 3. Why?• Investigate the research domain ofpervasive games within museumor cultural heritage context• Push further the concept ofedutainment in museums• Approach a new type of publicsApril 9th, 2011 Museums and the Web - Games Session -
  4. 4. Game Theories: Magic CircleApril 9th, 2011 Museums and the Web - Games Session -
  5. 5. Game Theories: Theory of flowApril 9th, 2011 Museums and the Web - Games Session -
  6. 6. Concretely?Plug - Secrets of the Museum (PSM) Plug - Paris Overnight University (PPOU)April 9th, 2011 Museums and the Web - Games Session -
  7. 7. PSM: audience > kids and teenagersApril 9th, 2011 Museums and the Web - Games Session -
  8. 8. PSM: choice of game-design> Happy Families gameApril 9th, 2011 Museums and the Web - Games Session -
  9. 9. PSM: collecting cards• 4 families of museum objects• Virtual cards figuring real objects• Virtual cards figured by RFID tags set on kiosksApril 9th, 2011 Museums and the Web - Games Session -
  10. 10. PSM: trading cards• Technology:• Ways of trading:April 9th, 2011 Museums and the Web - Games Session -
  11. 11. PSM: virtual universe• Animated cardsApril 9th, 2011 Museums and the Web - Games Session -
  12. 12. PSM: game logicThe winner is the player/team who gets the highest score within 55 minutesApril 9th, 2011 Museums and the Web - Games Session -
  13. 13. PSM: point management system• Develop our researcher potential:=> Different possible playing strategies vs players’ skillsApril 9th, 2011 Museums and the Web - Games Session -
  14. 14. PSM: educational features• Choice of the objects :• Elaboration of the families :April 9th, 2011 Museums and the Web - Games Session -
  15. 15. PSM: return on experience• Numbers of players: 160 (French annual Fête de la science 2008) to 750• Sociological aspects (140 questionnaires, 40 interviews of 1 hour)⇒ Great teaser for the museum⇒ New goal for the Plug’s project team: more education, less play !April 9th, 2011 Museums and the Web - Games Session -
  16. 16. Plug Paris Overnight University (PPOU)April 9th, 2011 Museums and the Web - Games Session -
  17. 17. PPOU: new targets> New audience> New kind of eventsApril 9th, 2011 Museums and the Web - Games Session -
  18. 18. PPOU: a new concept• New game-design: pervasive infiltration game => To avoid boredom and discouragement of the players• New features:• New technical architectureApril 9th, 2011 Museums and the Web - Games Session -
  19. 19. PPOU: scenarioTo study museum artifacts and bring them again to life to provide new inventionsand innovations• Narration:• End of the game:April 9th, 2011 Museums and the Web - Games Session -
  20. 20. PPOU: game design• Core of the new game design: scavenger hunt patterns• Game-play : 4 progressive phases1/ Room localisation 2/ Artifact localisation 3/ Artifact comprehension 4/ Validation April 9th, 2011 Museums and the Web - Games Session -
  21. 21. PPOU: competitive rules• Exhibits charades: competition where two teams mime the exhibits• Hacking: players wearing sensors have to follow the heart rate of other players• Role of the game master: - he decides when the teams face each other depending of their progress into the game - he arbitrates the competition (Dean of the University for the narrative narrative universe)April 9th, 2011 Museums and the Web - Games Session -
  22. 22. PPOU: Return on experience• 2010 : 4 test sessions, 60 players• Players’ feedback :- They look the selected artifacts and objects all around- 80% could explain the relationships between linked objects- The adaptation mechanism was very appreciated- Charades & hacking helped to revamp the game⇒ The PPOU game-design was more balanced⇒ Immersion was a key of success⇒ Adaptability was key to fine tuning the balance between learning vs playing April 9th, 2011 Museums and the Web - Games Session -
  23. 23. Plug & the two Games Theories - Closed universe - Immediate feedback - Defined playground - Interconnection reality/virtuality - Objectives - Involvement (under control) - Challenges & constraints - Dynamic adaptative - Limited time - Immersion (narrative universe) - Competitive environment - Adaptability -> Magic Circle -> Flow Theory => Game within a museum = Combination of the two theoriesApril 9th, 2011 Museums and the Web - Games Session -
  24. 24. Thank youColine AunisWeb and multimedia projects managerMusée des arts et métiers | Paris | France@Lilmountcoline.aunis@cnam.frApril 9th, 2011 Museums and the Web - Games Session -

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