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Lost in Time: Bringing Digital and Physical Gamification Together Through Narrative, Karen Sikkema

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This talk will aim at outlining the main design principles when designing a digital game that will be played in a physical space by people on their own or in teams. Karen has designed gamification both in historical inner cities and nature preserves/national parks. History and historic narratives linger in everyday spaces that we may see and walk by every day. Interesting buildings, people, spaces and stories are all around us but often we cannot see them, or we don’t know their stories. With digital gamification in physical spaces, we bring these invisible stories and people to life through interactive experiences that bridge the worlds of digital and physical gaming and gamification. Lost in Time is a game designed for the cities of Utrecht and Amsterdam and Karen will use it as a case study to teach us tips and tricks for designing interactive experiences, her design process and learnings of what went well and what went wrong.

Published in: Leadership & Management
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Lost in Time: Bringing Digital and Physical Gamification Together Through Narrative, Karen Sikkema

  1. 1. Karen Sikkema karen@livingstory.nl Entrepreneur Experience designer & Gamedesigner Owner of creative companies:
  2. 2. Lost in Time: Bringing Digital and Physical Gamification Together Through Narrative Or: how to design timetravel, immersion & experience for cultural heritage
  3. 3. TEAMBUILDING
  4. 4. SERIOUS GAMES
  5. 5. ADVENTURES
  6. 6. H�tel Central ESCAPE ROOMS
  7. 7. GAMIFICATION FOR CULTURAL HERITAGE
  8. 8. LOCATION BASED
  9. 9. INTUITIVE DESIGN HO W?DESIGN MODEL
  10. 10. GAME-BASED LEARNING DESIGN WHEEL
  11. 11. Experience cultural heritage & learn about city history Walk Collect Puzzle Turn Weigh Run Look Find Follow Combine Cooperate Watch Read Compete Escape BalanceHeal Carry Extinguish Solve
  12. 12. LEARNI
  13. 13. LEARNI NGS How to design player motivation Work of art vs. commercial product Business model Technology is a means to an end Narrative is central to game & design Testing, testing, testing
  14. 14. GAME BASED LEARNING DESIGN WHEEL
  15. 15. Karen Sikkema karen@livingstory.nl THANK

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