Museum Games
Daniela De Angeli
University of Bath
www.danieladeangeli.com
WHOGames are for everybody
[ ]
Play is an essential component of all
human culture. The chances are that
you enjoy playing something –
whether it’s Angry Birds or a round of
charades at Christmas
Johan Huizinga, Homo Ludens, 1938
WHATWhat is a Game?
[ ]
A game is an activity (i.e. event)
with rules among adversaries
trying to win objectives.
Clark C. Abt, Serious Games, 1970
A game is a system in which
players engage in an artificial
conflict, defined by rules, that
results in a quantifiable outcome
Salen and Zimmerman, Rules of Play, 2004
What Museum Professionals Think a Game is?
An entertaining experience without serious consequences
A tool that could enrich a visit to a museum
A playful rule-bound engagement with others/friends
Informal engagement that encourages competition
A learning experience
Games are directed, narrative experiences fit
within systems. The rules define the interplay
between the system and the player. (...) We can
understand a museum visit, itself, as a game and
a visitor as a player.
James Collins (Digital Media Project Manager at the Smithsonian), How Games
Transform Museum Experience, 2015
Museum Game = Game
Museum Game = Game
Good Good
Gamers won't seek out or recommend your
game based on its learning outcomes[ ]
Games poorly made do not sell!
(see ET The Extra Terrestrial, Atari ‘82)
[ ]
Game
Museum
Relevant to museum/collection
Game
Museum
"The subjects of the
exhibition are the
beginning of
everything..."
Hélène Alonso, AMNH
Relevant to museum/collection
Educate/Explain/Persuade
Game
Museum
"The goal is always to
explain. Explain how
something works, and
make [visitors] fall in
love with the science
too"
Hélène Alonso, AMNH
“Narrative can educate
and persuade...and
we’re seeing narrative
maturing in games
now”
James Collins, Smithsonian
Relevant to museum/collection
Educate/Explain/Persuade
Drive visits (on/off-line)
“... offer something to
people that makes them
want to leave their
home, come to the
museum, experience
something and ...
connect with the objects
themselves."
Barry Joseph, AMNH Game
Museum
HOWHow a Museum Game should be?[ ]
Tested Exciting Meaningful Accessible
TEMA
Tested Exciting Meaningful Accessible
Game should be well structured, easy to
understand and play (no training required)
Tested Exciting Meaningful Accessible
Creating Meaningful Play is the (main) goal of successful
game design. Games should teach something new, change
attitude, stimulate curiosity and discussion
Tested Exciting Meaningful Accessible
Game should attract (e.g. good game aesthetic
and cool name!) and maintain attention (i.e. be
fun, challenging, and interactive)
Tested Exciting Meaningful Accessible
Test content with museum staff and gameplay with both
gamers and visitors.
Why: Improve game; Understand visitors/players;
Involve and motivate visitors
Tools for fast prototyping
Example: https://docs.google.com/forms/d/e/1FAIpQLSd2drv3IJAQBM7CalfMsp_m4uwpOSTCjVzPIgsjsT0e93iVkA/viewform
Storytelling boardgame: players
need to “buy” cards and use them
to tell a good story
Look like a game
- Inspired by traditional
storytelling boardgames
- Gameplay tested with gamers
Game was tested at Dyrham Park +
Post-evaluation:
- Easy to play
- Inspire curiosity
- Provide useful data about
visitors’ preferences
Understand visitors’ perspective, needs and
interests by playing and making games
The End. Daniela De Angeli
dada21@bath.ac.uk
danieladeangeli.com

Museum Games

  • 1.
    Museum Games Daniela DeAngeli University of Bath www.danieladeangeli.com
  • 3.
    WHOGames are foreverybody [ ]
  • 4.
    Play is anessential component of all human culture. The chances are that you enjoy playing something – whether it’s Angry Birds or a round of charades at Christmas Johan Huizinga, Homo Ludens, 1938
  • 5.
    WHATWhat is aGame? [ ]
  • 6.
    A game isan activity (i.e. event) with rules among adversaries trying to win objectives. Clark C. Abt, Serious Games, 1970 A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome Salen and Zimmerman, Rules of Play, 2004
  • 7.
    What Museum ProfessionalsThink a Game is? An entertaining experience without serious consequences A tool that could enrich a visit to a museum A playful rule-bound engagement with others/friends Informal engagement that encourages competition A learning experience
  • 8.
    Games are directed,narrative experiences fit within systems. The rules define the interplay between the system and the player. (...) We can understand a museum visit, itself, as a game and a visitor as a player. James Collins (Digital Media Project Manager at the Smithsonian), How Games Transform Museum Experience, 2015
  • 9.
  • 10.
    Museum Game =Game Good Good
  • 11.
    Gamers won't seekout or recommend your game based on its learning outcomes[ ]
  • 12.
    Games poorly madedo not sell! (see ET The Extra Terrestrial, Atari ‘82) [ ]
  • 13.
  • 14.
    Relevant to museum/collection Game Museum "Thesubjects of the exhibition are the beginning of everything..." Hélène Alonso, AMNH
  • 15.
    Relevant to museum/collection Educate/Explain/Persuade Game Museum "Thegoal is always to explain. Explain how something works, and make [visitors] fall in love with the science too" Hélène Alonso, AMNH “Narrative can educate and persuade...and we’re seeing narrative maturing in games now” James Collins, Smithsonian
  • 16.
    Relevant to museum/collection Educate/Explain/Persuade Drivevisits (on/off-line) “... offer something to people that makes them want to leave their home, come to the museum, experience something and ... connect with the objects themselves." Barry Joseph, AMNH Game Museum
  • 17.
    HOWHow a MuseumGame should be?[ ]
  • 18.
  • 19.
    Tested Exciting MeaningfulAccessible Game should be well structured, easy to understand and play (no training required)
  • 20.
    Tested Exciting MeaningfulAccessible Creating Meaningful Play is the (main) goal of successful game design. Games should teach something new, change attitude, stimulate curiosity and discussion
  • 21.
    Tested Exciting MeaningfulAccessible Game should attract (e.g. good game aesthetic and cool name!) and maintain attention (i.e. be fun, challenging, and interactive)
  • 22.
    Tested Exciting MeaningfulAccessible Test content with museum staff and gameplay with both gamers and visitors. Why: Improve game; Understand visitors/players; Involve and motivate visitors
  • 23.
    Tools for fastprototyping Example: https://docs.google.com/forms/d/e/1FAIpQLSd2drv3IJAQBM7CalfMsp_m4uwpOSTCjVzPIgsjsT0e93iVkA/viewform
  • 24.
    Storytelling boardgame: players needto “buy” cards and use them to tell a good story Look like a game - Inspired by traditional storytelling boardgames - Gameplay tested with gamers Game was tested at Dyrham Park + Post-evaluation: - Easy to play - Inspire curiosity - Provide useful data about visitors’ preferences
  • 25.
    Understand visitors’ perspective,needs and interests by playing and making games
  • 26.
    The End. DanielaDe Angeli dada21@bath.ac.uk danieladeangeli.com