iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

634 views

Published on

  • Be the first to comment

iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

  1. 1. Universiteit Hasselt - Expertise Centrum voor Digitale MediaProvinciaal Gallo-Romeins Museum – Provincie Limburg
  2. 2. iDiscover The Use of Games to Enhance Cultural Heritage Experiences Jolien SchroyenHasselt University - - Expertise Centrum voor DigitaleUniversiteit Hasselt Expertise Centre for Digital MediaMediaGallo-Roman Museum – Province of LimburgProvinciaal Gallo-Romeins Museum – Provincie Limburg
  3. 3. iDiscover - background- EFRD projects: - ARCHIE: enhance vistor experience through mobile ICT (2005 – 2008) - RITCHIE: expertise centre and demolab iDiscover for (mobile) ICT in culture and heritage (2008 – 2012)
  4. 4. Mobile ICT to enhance the visitorexperience
  5. 5. The success of games to engageaudiences
  6. 6. The success of games to engageaudiences
  7. 7. The success of games to engageaudiences
  8. 8. The success of games to engageaudiences
  9. 9. The success of games to engageaudiences
  10. 10. The success of games to engageaudiences
  11. 11. iDiscover frameworkConceptual framework to situate the desiredcultural heritage experience. Which technologiesare needed to suit a specific target audience,(museum) environment, context of use,… ?
  12. 12. ARCHIE museum game
  13. 13. ARCHIE museum gameTarget group: youngsters,during school visits- Interested in multimedia, games, hands-on activities, experience and explore- Social interaction
  14. 14. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  15. 15. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  16. 16. ARCHIE museum game- stimulates interaction between youngsters- encourages interaction with the museum- tailors the presentation to the students’ needs
  17. 17. ARCHIE museum « game »- Learn by playing- Training skills, built-in learning curve- Rich graphical design- Relive specific episodes from local history
  18. 18. Evaluation and results- Extensive user tests, in various phases of the design process- Observations, logging of user interactions, questionnaires- Evaluation of : - Usability and playability - Training of social skills (social interaction) - Training of cognitive skills (interaction with museum environment, interpretation and observation, …) - Learning key messages
  19. 19. Evaluation and results- Museum game does stimulate social interaction and exploration - Humour as a trigger! - Mix of free exploration and (very) focused searching for answers in the museum- Museum game is able to support the learning of key messages - Unaware of their learning - In search for a stimulating challenge for every target group
  20. 20. Evaluation and results- Youngsters very enthusiastic about medium (more fun, cool, clear, modern, less boring, easy,…)- After a one hour museum visit, they still want ‘more’- They like in specific: - Game actions - Searching for objects in the museum - Playing together, in small teams Handheld museum games as a way to increase attractiveness of museum visits for youngsters
  21. 21. Evaluation and results- Completely deployed and operational (Fall 2010) as part of the educational programme of the Gallo-Roman Museum of Tongeren- One of the most advanced mobile guides that is currently in use in a real life situation- Advanced, yet very fragile technology
  22. 22. Evaluation and results- Deployment phase often neglected in R&D- Pre-deployment evaluations with ~1000 test users- Intensive real life usage, by school groups and families during school holidays (100 families in 1 week)
  23. 23. Park Explorer MiddelheimmuseumTarget group: youngsters (14-26)- Open air sculpture museum for modern and contemporary art- iPhone + GPS- Stimulate visitors to explore the park + unlock “remixes” made by youngsters (as part of the Sculpturized!-project < Piazza dell’ Arte)
  24. 24. Park Explorer Middelheimmuseum- Lightweight game: “art radar”, hints and wild cards- Extra reward: hidden places in the park
  25. 25. Evaluation and resultsFeedback user testing- Previously hard-to-find artworks: more accessible- Game element is fun- Extra content is appreciated- Visitors love the incentive to explore- Only iPhone ? (available in App Store iTunes)
  26. 26. Do-It-Yourself approach “In het wiel van Odiel”- Target group: school groups (focus on technical and vocational education)- Two small city museums: - National Museum of Cycling - City Museums of Izegem (industrial history)- Develop an engaging educational programme- Odiel Defraeye as a key figure to explore local history in the first half of the 20th century
  27. 27. Do-It-Yourself approach “In het wiel van Odiel”- Web-based authoring tool- Students create their own mobile game- Resulting games can be played by fellow students on a smartphone in the museum
  28. 28. Do-It-Yourself approach“In het wiel van Odiel”
  29. 29. Do-It-Yourself approach“In het wiel van Odiel”
  30. 30. Evaluation and results- Project launched March 2012 (inhetwielvanodiel.be)- “Light” version for regular museum visitors: play mobile game in the museum (content made by heritage organisation TERF)
  31. 31. Evaluation and results- Students show commitment to create fun, meaningful games- Students immersed in museum content, storyline Odiel Defraeye- Unlocking content in museum by means of searching and scanning QR-codes is fun- Difficulty in matching content to the physical museum environment
  32. 32. contact- Hasselt University - EDM : Jolien Schroyen jolien.schroyen@uhasselt.be

×