Universiteit Hasselt - Expertise Centrum voor Digitale Media
Provinciaal Gallo-Romeins Museum – Provincie Limburg
iDiscover
           The Use of Games to Enhance Cultural
                   Heritage Experiences

                            Jolien Schroyen

Hasselt University - - Expertise Centrum voor Digitale
Universiteit Hasselt Expertise Centre for Digital MediaMedia
Gallo-Roman Museum – Province of Limburg
Provinciaal Gallo-Romeins Museum – Provincie Limburg
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)
Mobile ICT to enhance the visitor
experience
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
The success of games to engage
audiences
iDiscover framework




Conceptual framework to situate the desired
cultural heritage experience. Which technologies
are needed to suit a specific target audience,
(museum) environment, context of use,… ?
ARCHIE museum game
ARCHIE museum game

Target group: youngsters,
during school visits
- Interested in multimedia,
  games, hands-on activities,
  experience and explore
- Social interaction
ARCHIE museum game

- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum game

- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum game

- stimulates interaction between youngsters
- encourages interaction with the museum
- tailors the presentation to the students’ needs
ARCHIE museum « game »

-   Learn by playing
-   Training skills, built-in learning curve
-   Rich graphical design
-   Relive specific episodes from local history
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
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
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
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
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)
Park Explorer Middelheimmuseum

Target 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)
Park Explorer Middelheimmuseum

- Lightweight
  game: “art
  radar”, hints
  and wild cards

- Extra reward:
  hidden places
  in the park
Evaluation and results
Feedback 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)
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
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
Do-It-Yourself approach
“In het wiel van Odiel”
Do-It-Yourself approach
“In het wiel van Odiel”
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)
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
contact
- Hasselt University - EDM :   Jolien Schroyen
                               jolien.schroyen@uhasselt.be
iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

iDiscover - The Use of Games to Enhance Cultural Heritage Experiences

  • 1.
    Universiteit Hasselt -Expertise Centrum voor Digitale Media Provinciaal Gallo-Romeins Museum – Provincie Limburg
  • 2.
    iDiscover The Use of Games to Enhance Cultural Heritage Experiences Jolien Schroyen Hasselt University - - Expertise Centrum voor Digitale Universiteit Hasselt Expertise Centre for Digital MediaMedia Gallo-Roman Museum – Province of Limburg Provinciaal Gallo-Romeins Museum – Provincie Limburg
  • 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.
    Mobile ICT toenhance the visitor experience
  • 5.
    The success ofgames to engage audiences
  • 6.
    The success ofgames to engage audiences
  • 7.
    The success ofgames to engage audiences
  • 8.
    The success ofgames to engage audiences
  • 9.
    The success ofgames to engage audiences
  • 10.
    The success ofgames to engage audiences
  • 11.
    iDiscover framework Conceptual frameworkto situate the desired cultural heritage experience. Which technologies are needed to suit a specific target audience, (museum) environment, context of use,… ?
  • 13.
  • 14.
    ARCHIE museum game Targetgroup: youngsters, during school visits - Interested in multimedia, games, hands-on activities, experience and explore - Social interaction
  • 15.
    ARCHIE museum game -stimulates interaction between youngsters - encourages interaction with the museum - tailors the presentation to the students’ needs
  • 16.
    ARCHIE museum game -stimulates interaction between youngsters - encourages interaction with the museum - tailors the presentation to the students’ needs
  • 17.
    ARCHIE museum game -stimulates interaction between youngsters - encourages interaction with the museum - tailors the presentation to the students’ needs
  • 18.
    ARCHIE museum «game » - Learn by playing - Training skills, built-in learning curve - Rich graphical design - Relive specific episodes from local history
  • 19.
    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
  • 20.
    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
  • 21.
    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
  • 22.
    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
  • 23.
    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)
  • 24.
    Park Explorer Middelheimmuseum Targetgroup: 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)
  • 25.
    Park Explorer Middelheimmuseum -Lightweight game: “art radar”, hints and wild cards - Extra reward: hidden places in the park
  • 26.
    Evaluation and results Feedbackuser 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)
  • 27.
    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
  • 28.
    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
  • 30.
  • 31.
  • 33.
    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)
  • 34.
    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
  • 35.
    contact - Hasselt University- EDM : Jolien Schroyen jolien.schroyen@uhasselt.be