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I’d Play That!
Gameplay in Interactive Exhibits

     California Association of Museums
                      February 21, 2013
A hands-on exhibit, an online game,
a Climate Agent Mission
Nuts & Bolts
• Visitors get a Climate Agent Access Card
• 8 locations in the exhibition to earn points
• Get into costume,
  choose an avatar
• Online/mobile game
Why
•   Engage visitors in ongoing participation
•   Personalize the experience
•   Embed gameplay
•   Gather data
A hands-on exhibit, an online game,
a Climate Agent Mission
Challenges
• New territory
• Choosing a technology
• Integrating with physical & digital
  interactive devices
• Collaborating with large team,
  defining responsibility boundaries
Evaluation Findings
Visitors’ Overall Impressions:
• qualitative description
  (cool, fun, entertaining,
  interactive, attractive, etc.)
• 86% said they’d visit again
Evaluation Findings
Visitors’ Response to Gameplay:
• 84% tried to earn points
• 92% motivated by points
  – Fun
  – Awards for doing more
  – Competition
  – Kept more involved
  – Doing well
Evaluation Findings
Main Messages
• 79% perceived main message relating
  to individual contribution/action
• Energy Use, Transportation are
  strong content themes
Evaluation Findings
2-3 Months Later…
• 60% saved their Climate Agent ID,
  knew where it was
• Visitors had vivid & specific memories
• Visitors recalled specific conservation
  activities they could use at home
Redesign Focus
• Engage visitors in ongoing participation in
  BNCL by maximizing ongoing contact with
  physical and virtual visitors…
• …Resulting in increased repeat visits and new
  visitorship to Chabot Space & Science Center
Redesign Focus
• Communicate a clear,
  unified player journey
• Increase awareness and
  participation in the
  online experience
• Reward & recognize
  repeat visitors
What did we learn?
•   Visitors are motivated by points.
•   Visitors need lots of feedback.
•   RFID adds complexity and cost.
•   Museum visitors are like bees, not boxes.
•   Turning a one-time/occasional visitor into an
    enduring relationship isn’t easy.
Tamara Schwarz
tbschwarz@gmail.com
Twitter: @tbschwarz

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I'd Play That! Gameplay in Interactive Exhibits

  • 1. I’d Play That! Gameplay in Interactive Exhibits California Association of Museums February 21, 2013
  • 2.
  • 3. A hands-on exhibit, an online game, a Climate Agent Mission
  • 4. Nuts & Bolts • Visitors get a Climate Agent Access Card • 8 locations in the exhibition to earn points • Get into costume, choose an avatar • Online/mobile game
  • 5. Why • Engage visitors in ongoing participation • Personalize the experience • Embed gameplay • Gather data
  • 6. A hands-on exhibit, an online game, a Climate Agent Mission
  • 7.
  • 8. Challenges • New territory • Choosing a technology • Integrating with physical & digital interactive devices • Collaborating with large team, defining responsibility boundaries
  • 9. Evaluation Findings Visitors’ Overall Impressions: • qualitative description (cool, fun, entertaining, interactive, attractive, etc.) • 86% said they’d visit again
  • 10. Evaluation Findings Visitors’ Response to Gameplay: • 84% tried to earn points • 92% motivated by points – Fun – Awards for doing more – Competition – Kept more involved – Doing well
  • 11. Evaluation Findings Main Messages • 79% perceived main message relating to individual contribution/action • Energy Use, Transportation are strong content themes
  • 12. Evaluation Findings 2-3 Months Later… • 60% saved their Climate Agent ID, knew where it was • Visitors had vivid & specific memories • Visitors recalled specific conservation activities they could use at home
  • 13. Redesign Focus • Engage visitors in ongoing participation in BNCL by maximizing ongoing contact with physical and virtual visitors… • …Resulting in increased repeat visits and new visitorship to Chabot Space & Science Center
  • 14. Redesign Focus • Communicate a clear, unified player journey • Increase awareness and participation in the online experience • Reward & recognize repeat visitors
  • 15.
  • 16.
  • 17. What did we learn? • Visitors are motivated by points. • Visitors need lots of feedback. • RFID adds complexity and cost. • Museum visitors are like bees, not boxes. • Turning a one-time/occasional visitor into an enduring relationship isn’t easy.

Editor's Notes

  1. I’m going to discuss a case study,Chabot Space & Science Center’s Bill Nye’s Climate Lab exhibition. Bill Nye’s Climate Lab has been an experiment in using humor, whimsy, and play to foster learning and conversation about climate change. Our goal has been to help create a clean energy future.Thisproject was several years in the making. An interactive website launched early 2010; exhibit opened late 2010. A redesign was completed a few months ago, Nov 2012.
  2. This short video is the introduction to the exhibition: sets up the idea that visitors are embarking on a “mission” and introduces the key elements of game play.
  3. BNCL designed for target audience of youth ages 8-14 & their families & teachersTone of our exhibition optimistic and solutions-orientedOrganized around 5 content themes: The Air, Water, and Land Galleries focus on science of climate change and Earth systems - how the consequences of climate change are already being seen in Earth’s atmosphere, landscape, and waters. Areas exploring Transportation & the Built Environment – major areas of human activity that contribute to climate change.
  4. Alien Technology ultra high frequency readersClimate Scout IDs – embedded RFID tagsTrack visitors activities throughout the exhibit and creates a cohesive experienceAs they explore the exhibit, the more they do, the more points they earn, the greater their contribution to a sustainable future.Key message: everyone’s actions count, and everything is connected.
  5. Used gameplay to:overcome doom and gloom, overwhelming complexity of climate change subject matterpersonalize the experienceintroduce social interaction and competitionintegrate museum and online experience: ongoing contact, repeat visitsgather data on participationSocial engagement  behavior change (clean energy future)
  6. BNCL is highly interactive with many digital and physical experiences that engage the target audience. Left: vehicle design challenge. Right: Bike with Bill Nye.
  7. Considered bar codes and magnetic stripe along with RFID. Chose RFID for its greater flexibility to set read zones of different distances (from a few inches to 6-9 feet); passive detection of tags; detection of multiple users within a space.
  8. Lab Dash game is one of the newly-introduced aspects of the Climate Lab experience. Visitors can play in the exhibition; there is also a browser-based version of the game, and mobile app for iOS and Android devices will be released spring 2013. Lab Dash includes built-in incentives for repeat visits to the exhibition: access to exclusive bonus level requires 2 visits to the Climate Lab. Power-ups can be “purchased” in-game with points earned through visits to the exhibition and game play.