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What Museums Learn by Making Games - Serious Play Conference 2013

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My presentation at Serious Play Conference 2013 in Redmond, WA. August 19, 2013

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What Museums Learn by Making Games - Serious Play Conference 2013

  1. 1. What Museums Learn by Building Games Susan Edwards J. Paul Getty Trust sedwards@getty.edu @jolifanta
  2. 2. Ten years of museums games
  3. 3. Ten years of museums games Build-a-Fish – Shedd Aquarium 2003 Image: Courtesy of eduweb
  4. 4. Ten years of museums games Art Sets on Whyville – J. Paul Getty Museum 2004
  5. 5. Ten years of museums games Knucklebones – J. Paul Getty Museum 2004
  6. 6. Ten years of museums games GettyGames – J. Paul Getty Museum 2006
  7. 7. Ten years of museums games Launchball – Science Museum, London 2007 Image: Businessweek.com
  8. 8. Ten years of museums games Minnesota 150 Challenge – Minnesota Historical Society 2008 Image: Minnesota Historical Society on Flickr
  9. 9. Ten years of museums games Spy in the City – International Spy Museum 2008 Images: International Spy Museum
  10. 10. Ten years of museums games WolfQuest – Minnesota Zoo 2008 Image: wolfquest.org
  11. 11. Ten years of museums games Tate Kids – Tate Gallery, London 2008 Image: Tate Kids
  12. 12. Ten years of museums games Ghosts of a Chance ARG – Smithsonian American Art Museum 2008 Image: Ghost sofa chance.com
  13. 13. Ten years of museums games Tate Trumps – Tate Gallery, London 2010 Image: Tate Trumps on iTiunes
  14. 14. Ten years of museums games Art Game Lab – San Francisco Museum of Modern Art 2012 Image: SFMOMA
  15. 15. Ten years of museums games Murder at the Met mobile– Metropolitan Museum 2012 Image: Metmuseum.org
  16. 16. Ten years of museums games Switch mobile– J. Paul Getty Museum 2012
  17. 17. Why Do Museums Want to Make Games? + =?
  18. 18. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games?
  19. 19. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games?
  20. 20. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games?
  21. 21. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games?
  22. 22. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games?
  23. 23. Relevance Attendance Innovation Social Interaction Learning Why Do Museums Want to Make Games? Outward facing goals
  24. 24. Marketing PR Education Outward facing goals.
  25. 25. Let’s Look Inward. What do we learn about ourselves?
  26. 26. Let’s Look Inward. What do we learn about ourselves? Professional Development HR Leadership
  27. 27. Play as Practice Photo by arbyreed on Flickr
  28. 28. 1. A game is a SYSTEM 2. Games are FUN and ENGAGING 3. In a game you FAIL often in order to succeed Play as Practice Photo by arbyreed on Flickr
  29. 29. 1. Building SYSTEMS 1. Infusing FUN and ENGAGEMENT 2. Learning to FAIL in order to succeed Play as Practice Image: The Moffatt Girls blog
  30. 30. 1. A game is a system.
  31. 31. 1. A game is a system. Images: iMore.com
  32. 32. LESSON: Simplify! 1. A game is a system. Art Sets on Whyville– J. Paul Getty Museum
  33. 33. LESSON: Simplify! 1. A game is a system. Axon – Wellcome Collection Image: Wellcome Trust
  34. 34. LESSON: Collaboration 1. A game is a system. Pheon – Smithsonian American Art Museum Images: Courtesy of Smithsonian American Art Museum
  35. 35. LESSON: Collaboration 1. A game is a system. Image of staff talking to visitors . (removed)
  36. 36. 2. A game is a fun and engaging. Something about engagement
  37. 37. LESSON: Re-think the Museum 2. A game is a fun and engaging. Ghosts of a Chance ARG – Smithsonian American Art Museum Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
  38. 38. LESSON: Re-think the Museum 2. A game is a fun and engaging. Ghosts of a Chance ARG – Smithsonian American Art Museum Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
  39. 39. LESSON: Learn to fib a bit 2. A game is a fun and engaging. Switch mobile game – J. Paul Getty Museum Images: J. Paul Getty Museum
  40. 40. 3. Games require failure. http://www.mandible.net/ Image: Dungeons of Dredmore. review, firsthour.net
  41. 41. LESSON: Fail often 3. Games require failure.
  42. 42. LESSON: Fail often 3. Games require failure.
  43. 43. LESSON: Fail often Games require failure.
  44. 44. LESSON: Rapid prototype 3. Games require failure. Images: Polgara on Flickr
  45. 45. LESSON: Listen Games require failure. Image of staff talking to visitors . (removed)
  46. 46. LESSON: Listen Games require failure.
  47. 47. LESSON: Resilience 3. A games require failure. Early early version of switch with no narrative
  48. 48. 1. Building SYSTEMS 2. Infusing FUN and ENGAGEMENT 3. Learning to FAIL in order to succeed Play as Practice Image: The Moffatt Girls blog
  49. 49. Thank You Susan Edwards J. Paul Getty Trust sedwards@getty.edu @jolifanta

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