Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
Turning the World Into a Game | E. Daniel AreyJessica Tams
E. Daniel Arey discusses how location-based augmented reality games like Ingress and Pokemon Go turn the real world into a game. The games encourage exploration and discovery by making real-world locations important features of gameplay. Both games achieved widespread popularity by facilitating social interactions and meetups between players. Their success demonstrates people's desire to play games together and experience shared adventures in the real world.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
This document discusses lessons learned about effective gamification in the enterprise. It argues that work already involves games but they are often poorly designed. The key lessons are: 1) Gamification requires a careful design process, not just adding features, 2) Design should focus on intrinsic motivations like meaning, autonomy and mastery, 3) Positive existing behaviors should be amplified through easy and social designs, 4) Changes must be made slowly and carefully to avoid unintended consequences, and 5) Simplicity is important for adoption and impact. Game elements can backfire if not properly implemented based on human behavior in organizational contexts.
This document outlines 10 potential pitfalls of gamification:
1. The Crap Crab - Abuse is not a value proposition
2. The Maelstrom of Misplaced Challenge - Getting in the way of efficiency
3. The Trapped Sea of Staleness - No fresh content and challenge
4. The Urobus of Unintended Consequence - Neglecting side effects
5. The Social Signal Sea Serpent - Ignoring context meanings
6. The Autonomy Leech and Value Vampire - Curbing autonomy through control
7. The Ice Shelves of Ignorance - Not knowing your users
8. The Feature Shallows - Neglecting design process
Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong. We (Rypple) share some of our lessons learned on making it work.
The document summarizes Jeff Johannigman's presentation on immersive learning simulations. It discusses how terms like "games" and "fun" can be barriers for corporate adoption, and promotes using the term "immersive learning simulations" instead. It also outlines various types of learning games and the key ingredients of an effective game, including interactivity, game mechanics, balanced challenge, feedback, and resource management.
Turning the World Into a Game | E. Daniel AreyJessica Tams
E. Daniel Arey discusses how location-based augmented reality games like Ingress and Pokemon Go turn the real world into a game. The games encourage exploration and discovery by making real-world locations important features of gameplay. Both games achieved widespread popularity by facilitating social interactions and meetups between players. Their success demonstrates people's desire to play games together and experience shared adventures in the real world.
Are play and work opposites? In this invited keynote at the Control Systems 2016 conference in Stockholm, I argue that we hold three common misconceptions about work, play, and motivation that have us misjudge how work may be made more playful.
This document provides an overview of gamification concepts and techniques for making activities more engaging. It discusses using game techniques like rewards, status, and turning tasks into games to motivate behavior. Core concepts covered include intrinsic and extrinsic motivation, player types, progression systems, social engagement loops, and designing gamified experiences for novices, experts and masters. The document also provides examples from existing gamified systems like Foursquare and outlines exercises for designing player journeys, progression mechanics, and social engagement loops.
A brief overview on the gaming industry, the types of games we play, and how elements from game design are being used outside of the consoles in order to influence our behaviour in the real world...
FreeForm is a evening of discussion on technology, the non-traditional and cool stuff held by Saatchi & Saatchi London.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
Gameful design focuses on using elements of game design in non-game contexts to create engaging experiences. There are three key aspects to consider: competence through interesting challenges and feedback, autonomy through meaningful choices, and relatedness through caring for others rather than just points. Superficial elements like badges and leaderboards often undermine motivation, while well-designed systems can support mastery, exploration, and mutual care by modeling the values of play. The experience emerges from the whole system rather than isolated mechanics. True engagement comes from supporting intrinsic needs for competence, autonomy and relatedness through systemic architectures rather than just surface features.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.
This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.
This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Failure, Fun and Learning: Making and Playing an Educational STEM Gamedrew davidson
The document describes the development of an educational STEM game called "Invasion!" about invasive Asian carp in waterways. It was created by a graduate student project team to raise awareness of this issue. The game uses a tower defense and card mechanic to simulate managing the complex socio-political factors around controlling the invasive fish population over multiple turns and outcomes. The document outlines the gameplay, iterative design process, and goals of promoting systems thinking and teaching about ecology and biology through interactive gameplay that reflects the real-world complexity of the problem.
The Idaho Game Developers, Drake Cooper's Back Stage Pass program and Trailhead Boise are teaming up to host this event. We will have a meet and greet, a presentation on mobile game design by Michael Wilson of Ponywolf, and a look at Boise's newest collaboration space.
The talk is about the basics of game design and structure while applying those principles to modern digital design.
This is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Work better, play together? Rypple on Enterprise GamificationGeorge Babu
This document discusses lessons learned about effectively applying gamification in the enterprise. It notes that work already involves many elements of games that are often poorly designed and can have unintended consequences. Successful gamification requires carefully designing around intrinsic motivations like meaning, autonomy, and mastery. It also requires getting experienced game designers involved and iterating slowly to amplify positive existing behaviors while minimizing negatives. Simplicity is important to avoid unintended issues from game elements in a work social context.
This document discusses whether video games can be considered art. It presents some common definitions of art and examines arguments that video games are not art because they are immature, derivative, mass produced, distasteful, and do not provide the same cognitive and perceptual pleasures as other art forms. However, the document counters that video games tell complex stories for mature audiences, build on previous works like all art forms, are popular due to their ability to immerse players in vivid worlds, elicit emotions as other media do, and provide highly visual and challenging experiences that can give both perceptual and cognitive pleasure. The document concludes that video games are a valid art form capable of immersive, original, and beautiful experiences.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
Gamification is the cool new kid in town but it is nothing new. While gamification uses game design elements in non-game contexts, it is not very playful and tends to think inside the box. Gamification risks being an inadvertent con by overpromising and confusing intrinsic motivation with extrinsic incentives. However, game design can provide useful patterns and methods for researchers, and gamification is promising to designers if implemented thoughtfully. The term "gamification" itself is problematic and alternatives like "gameful design" should be considered.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
The collected presentations from the Gamification Workshop held on May 7, 2011 at CHI 2011 in Navcouver, BC. More at http://gamification-research.org/chi2011.
This presentation is part of a 4 hours workshop called "Innovation Workshop –Games and Reality". During the workshop students from the Recanati School of business in Tel Aviv University thought of games and startup related games ideas and "fought" against each other discovering if their idea has a chance to become the great big next hit.
I really liked some of the ideas, for example: a game you need to run in real life in order to "charge" your character in the game. A game you "scan" your real pet and play with it in a virtual world, including a virtual dog fight with real dogs . A real cart driving game you play wearing Google glass. The glass allows you to see virtual power ups or virtual avatars to enhance your driving experience (did someone say zombies)
For me the workshop was really fun. I hope the students had fun as well and I do hope some of these ideas will become actual games.
Video: http://goo.gl/oKMFm // Are points and badges mere indulgences for the faithful looking for redemption in loyalty programs? In nine (and a half) theses, this talk will walk you through the history, definition, and issues of “gamification,” and point out what is worth salvaging for designers and researchers.
At least since the first new economy, playful design has invaded the working world. Today, the offices of startups, digital agencies, and web companies like Google often look more like playgrounds than work spaces. According to a recent survey in the UK, 80% of managers believe that playful office spaces can motivate employees. On closer look, however, their playfulness often bottoms out in bright colors, round shapes -- and the proverbial slide. This talk asks what it might mean to make work environments truly playful, what effects it has on well-being -- and whether we can make people play. Presentation given at Stanford University mediaX, May 10, 2016.
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
Gameful design focuses on using elements of game design in non-game contexts to create engaging experiences. There are three key aspects to consider: competence through interesting challenges and feedback, autonomy through meaningful choices, and relatedness through caring for others rather than just points. Superficial elements like badges and leaderboards often undermine motivation, while well-designed systems can support mastery, exploration, and mutual care by modeling the values of play. The experience emerges from the whole system rather than isolated mechanics. True engagement comes from supporting intrinsic needs for competence, autonomy and relatedness through systemic architectures rather than just surface features.
Paideia as Paidia: From Game-Based Learning to a Life Well-PlayedSebastian Deterding
»Gamification« has sparked the imagination of many for the potential of games in education, but turned away an equal amount within the games and learning community with its disregard for the complexities of design and human motivation.
However, this talk suggests that there is a deeper reason for the negative reaction in the games and learning community: namely, that gamification really provides a distorted mirror that throws into stark relief issues in today's game-based learning at large. Conversely, that best way to advance games for learning today is to look deep into this mirror. Doing so reveals a triple agenda for the field: to expand from deploying games as interventions in systems to the gameful restructuring of systems, and from designing games to the playful reframing of situations; and to shift from the instrumentalization of play and learning to paideia as paidia.
Beyond badges and progress bars, award winning game developer Michael Wilson lectures on the basics of game design and structure while applying those principles to modern digital design.
This class caters to both designers and developers currently trying to incorporate gaming features into their company’s products.
This class is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Failure, Fun and Learning: Making and Playing an Educational STEM Gamedrew davidson
The document describes the development of an educational STEM game called "Invasion!" about invasive Asian carp in waterways. It was created by a graduate student project team to raise awareness of this issue. The game uses a tower defense and card mechanic to simulate managing the complex socio-political factors around controlling the invasive fish population over multiple turns and outcomes. The document outlines the gameplay, iterative design process, and goals of promoting systems thinking and teaching about ecology and biology through interactive gameplay that reflects the real-world complexity of the problem.
The Idaho Game Developers, Drake Cooper's Back Stage Pass program and Trailhead Boise are teaming up to host this event. We will have a meet and greet, a presentation on mobile game design by Michael Wilson of Ponywolf, and a look at Boise's newest collaboration space.
The talk is about the basics of game design and structure while applying those principles to modern digital design.
This is theory and methodology, not practice, but we may reference design and programming principles, so rudimentary experience in design or development will be useful.
Work better, play together? Rypple on Enterprise GamificationGeorge Babu
This document discusses lessons learned about effectively applying gamification in the enterprise. It notes that work already involves many elements of games that are often poorly designed and can have unintended consequences. Successful gamification requires carefully designing around intrinsic motivations like meaning, autonomy, and mastery. It also requires getting experienced game designers involved and iterating slowly to amplify positive existing behaviors while minimizing negatives. Simplicity is important to avoid unintended issues from game elements in a work social context.
This document discusses whether video games can be considered art. It presents some common definitions of art and examines arguments that video games are not art because they are immature, derivative, mass produced, distasteful, and do not provide the same cognitive and perceptual pleasures as other art forms. However, the document counters that video games tell complex stories for mature audiences, build on previous works like all art forms, are popular due to their ability to immerse players in vivid worlds, elicit emotions as other media do, and provide highly visual and challenging experiences that can give both perceptual and cognitive pleasure. The document concludes that video games are a valid art form capable of immersive, original, and beautiful experiences.
In this paper from the Tampere Spring Seminar in Game Studies "Money and Games", I argue that game studies should systematically explore how economic condition afford and constrain game aesthetics.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
Pixel-Lab / Games:EDU / Matt Southern / Graduating Gamespixellab
"The film industry was just a century of preparation for what we do", said Matt Southern of game developers while talking about development practices at Evolution Studios and the future of video games.
For more information visit:
http://www.pixel-lab.co.uk
http://www.gamesedu.co.uk
This is the presentation that was delivered at the 2010 Game Developers Conference in San Francisco that outlined "The Art of Video Games" exhibition that we were developing. Note, this presentation only contains my portion of this joint presentation.
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
Gamification is the cool new kid in town but it is nothing new. While gamification uses game design elements in non-game contexts, it is not very playful and tends to think inside the box. Gamification risks being an inadvertent con by overpromising and confusing intrinsic motivation with extrinsic incentives. However, game design can provide useful patterns and methods for researchers, and gamification is promising to designers if implemented thoughtfully. The term "gamification" itself is problematic and alternatives like "gameful design" should be considered.
Présentation sur le crowdfunding dans le processus de développement de jeu vidéo, son historique, les besoins, les bénéfices et les risques. L’objectif de cette recherche est de pouvoir comprendre l’application du crowdfunding comme solution alternatif pour financer les projets relatifs au développement de jeu vidéo au Maroc.
Just add points? What UX can (and cannot) learn from gamesSebastian Deterding
Can game mechanics help us to make applications and websites more fun and engaging? My presentation at the UX Camp Europe 2010 on May 29 and 30 in Berlin attempted a sobering look at what user experience designers can and cannot learn from games.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
The collected presentations from the Gamification Workshop held on May 7, 2011 at CHI 2011 in Navcouver, BC. More at http://gamification-research.org/chi2011.
This talk explains games and gamification. It has a look on why introducing mechanics from the game world into the TYPO3 project or your company may help to improve user involvement and efficiency.
In this talk I will examine how the play-element of videogames is deconstructed to try to bring fun back to real life. Games are reality-broken technologies in the sense that they are rule-bound elements that constraint action. Videogames are game-mediated technologies that take advantage of ICT to create more compelling user experiences. Two modern approaches, gamification and playful design, extract the constituent elements of videogames and take them to other non-game contexts to engage users and motivate action. Examples as well as theoretical approaches from game theory and the psychology of motivation will be presented to conceptualize this new level of brokenness. I will argue that this new attempt to bring fun back to everyday activities reflects an underlying brokenness in reality. This new framework addresses the multistability of game technologies and reality.
A semester postmortem on the mindful xp project at the Entertainment Technology Center at Carnegie Mellon. Over the spring 2012 semester our project team developed 10 games with a focus on meaning and expression.
In this presentation we discuss the origins of our project, the 10 games we developed, and what we learned from our experiences about creating meaningful, expressive games.
Visit our website at mindfulxp.com!
Introduction to Gamification (NJLA 2013)baldwind1976
This is a presentation prepared for the "Level Up @ Your Library" program presented at the 2013 NJLA Annual Conference. Co-presenter for this session is Megan Kiocelek. The presentation covers two approaches to gamification services, rewards based and meaning based. It also covers tips and examples of gamification in a variety of settings.
This document discusses serious games and their purposes. It provides examples of serious games created by organizations in Canada for purposes like training, education, and addressing social issues. It also discusses theories about what makes games fun and how they can be used as learning tools. Experts are quoted discussing how games can teach us about systems and accelerate learning patterns through practice and permutations.
Tenshi gamification for gamers march 2012jonathannewth
This document discusses gamification and its use in non-game environments. It provides background on the speaker, Jonathan Newth, and outlines the history of video game consoles from the 1970s to today. It then discusses how the gaming world has changed with mobile, social, and online games becoming prominent. The rest of the document discusses what gamification is, examples of gamification mechanics like rewards and leveling up, and how these techniques can be used to engage gamers in non-game contexts. It finishes with lessons learned from digital games and a vision of future convergence between virtual and real worlds.
Play Matters - David Galiel CHIFOO January 2015davidgaliel
Presentation about play, Playful Design and the Dark Side of Gamification, by David Galiel, co-founder & CEO of Elbowfish, a meaningful games studio. Opening talk of 2015 CHIFOO Lecture Series, "Gamefully Employed - Innovation at Play".
A modern approach to game analysis and design: the AGE frameworkRoberto Dillon
The document introduces the A.G.E. framework for analyzing games. It begins by discussing existing models like MDA and their limitations. The A.G.E. framework breaks down games into Actions, Gameplay, and Experience. It then discusses using the "6-11 framework" to analyze the emotional Experience component, looking at how 6 basic emotions and 11 instincts relate to gameplay elements. Examples are provided analyzing how specific game mechanics trigger emotions and instincts to create desired experiences for players. The framework provides a systematic way to understand what makes games fun and engaging at a deeper level.
This document discusses the concepts of gamification including definitions from experts in the field. It provides examples of how game mechanics like points, badges and leaderboards can be used to motivate and engage users. The history of gamification is explored from ancient uses to modern applications. Key aspects of game design that make activities fun and engaging are identified. Overall the document serves as an introduction to gamification and provides resources for further learning.
This document discusses the concepts of gamification. It defines gamification as using game mechanics and dynamics to motivate and engage users. Some key ideas discussed include using points, badges, leaderboards to motivate tasks considered boring. Gamification can be used to encourage collaboration, competition and loyalty. The document traces the history of gamification and provides examples of how games and frequent flyer programs have used gamification principles. It also discusses different game mechanics and dynamics that can be applied.
Handmade Pixels: Indie and the Quest for making smaller, newer, and more auth...DevGAMM Conference
How can a video game on a small budget stand out? Through a new history of the independent game festivals from 1998 to 2020, I will show three strategies for making *authentic* games. These strategies show how to combine production, design, and marketing to make an independent game stand out in the world.
Seeking Transcendence: Demystifying Transmedia for Game DevelopersRaphael van Lierop
[PLEASE REFER TO THE SPEAKER'S NOTES IN THE SLIDES or TRANSCRIPT in the SLIDESHARE VIEWER!] How & why to take a Transmedia approach to creating and nurturing entertainment IP, with a specific focus on video games and film. Presentation given by Raphael van Lierop (HELM Studio) and Zak Kadison (Blacklight Transmedia) at the Montreal International Game Summit, November 2012. | For more information about Raphael: www.linkedin.com/in/rvanlierop | For more information about Zak: www.linkedin.com/in/zakkadison
This document discusses games and gamification. It begins by defining what games are as interactive, goal-oriented activities involving players interfering with each other. It then lists several reasons why games are useful, such as providing structure, motivation, learning from feedback, flow, and problem solving. The document discusses applying game mechanics to non-entertainment applications for engagement. It provides examples of game mechanics like progress bars, status/leaderboards, achievements, and collaborative exploration. Finally, it asks if there are any other questions or stories about games and gamification.
The document discusses gamifying social studies education by incorporating elements of video games into classroom learning. It notes that video games effectively engage the brain in ways that traditional classrooms do not, as games require choice-making, problem-solving, feedback, collaboration and allow for iterative learning from failure. The document advocates modifying games or gaming principles to resemble educational content and realities. Examples are provided of serious educational games that could be used for social studies topics like history and civics. Overall it promotes using games to help rewire student brains for more effective learning.
The document discusses gamification and includes a memory game to find hidden signals in the slides. It introduces concepts like culture, patrimony, gamification, communication and new technologies. It discusses how everything is connected and related to human perception. It then covers definitions of gamification, why games are used, and examples that use gamification for behavior change. The document suggests playing a gamification game for this presentation on the provided URL, with the best score in the shortest time winning a prize.
For the Win: What Businesses are Learning from the World of GamesKevin Werbach
This document discusses how businesses are learning from digital games. It explains how games use designed feedback loops and analytics to achieve massive growth. Games are highly motivating because they satisfy psychological needs for competence, autonomy, and relatedness. The concept of "gamification" is introduced, which is using game elements and design in non-game contexts. Gamification can motivate users by engaging them through points, rankings, challenges and other game mechanics. The document argues that gamification techniques can help drive engagement for businesses.
Similar to The Future of Playing with the Past: New Opportunities in Interpreting Cultural Heritage (20)
An overview of four elements of designing engaging cultural experiences, namely sensory immersion, emotional evocation, narrative transportation, and gameful participation. Examples of experiences that leverage these elements are cited and the relative expense of each is discussed.
Pushing at the Margins: Intentional Innovation for ManagersEd Rodley
This document discusses opportunities for managers to intentionally innovate projects at museums. It outlines four opportunities: 1) treating new projects as experiments, 2) empowering staff as experience designers, 3) building digital and museum literacy into projects, and 4) creating a workplace culture. It also presents five "useful dialectics" to consider when innovating projects: transformation vs. change, network vs. hierarchy, design vs. tradition, literacy vs. fluency, and culture vs. values. The document provides discussion on each of these topics and questions for managers to ask themselves to guide intentional innovation on new projects.
Four trends are accelerating change in U.S. museums: 1) indoor navigation and location-based services, 2) new ways of seeing like 360 video, 3D, AR, VR, 3) external pressure from grassroots initiatives and network effects on social media, 4) internal pressure to undergo a digital transformation and develop a digital culture. Museums are experimenting with technologies like indoor maps, augmented and virtual reality to improve the visitor experience, while social media activism and informal networks also influence museums to change and adopt digital strategies.
This document discusses four trends accelerating change in U.S. museums in 2016: indoor navigation, new technologies like 360 video and VR/AR/MR, external pressure from grassroots initiatives, and internal pressure to undergo digital transformation. It provides examples of how museums are implementing indoor navigation apps, using new technologies to enhance visitor experiences, and responding to activist campaigns. It also examines how museums are shifting to network organizational models and the challenges of building a digital culture within institutions.
NMC Future of Museums Virtual Conference - CrowdsourcingEd Rodley
The author does not like to use the term "crowdsourcing" because it implies taking advantage of or exploiting the crowd for one's own purposes. It makes the crowd sound like a natural resource to be mined rather than acknowledging the relationship between those asking for and receiving help. Crowdsourcing and related ideas are significant because they move people away from seeing audiences as passive visitors and toward seeing them as active co-creators and partners who can form longer term relationships.
Slides from my presentation at MCN 2013 conference in Montreal. Introduction to the session and contextualization of the debate around open authority in terms of larger movements.
Slides from my presentation at the MCN 2013 conference in Montreal. Looks at the challenges of promoting openness in museums, even when it is espoused as an institutional priority.
Slides from my presentation the MCN 2013 conference in Montreal. Examines different kinds of immersive experiences in museum settings and probes the underlying vlaue of immersion as a design goal.
Peabody Essex Museum's Social Media Committee presents a series of "Social Media 101" talks on pertinent platforms for the staff. This presentation is on Twitter for museum professionals
New Media, Cthulu, & the Adjacent PossibleEd Rodley
Ed Rodley discusses new media in museums. He provides a brief history of new media, from screens and television to computers and the internet. Rodley explains that old media do not disappear with new media, but take on new roles, similar to H.P. Lovecraft's character Cthulhu continuing to influence from death. Rodley also discusses the concept of the "adjacent possible" and how it relates to new media's potential to reinvent itself at the edges of present capabilities. Museums are experimenting with new media like games, 3D scanning and printing, and interactive digital experiences to engage audiences where they are already using media.
Ed Rodley's blog post discusses how blogging has evolved from a personal notebook to a way to share ideas and bring new ideas to colleagues. Blogging allows one to explore ideas with interested people and connect with people worldwide. While operating without an institutional persona can be tricky, blogging has helped the author learn that content is still king and people are hungry for reports from the field. The blog discusses blogging as a form of personal and professional development.
Ed Rodley gave a talk on matching media to messages in museum exhibits. He discussed the Museum of Science's exhibit development process, which includes figuring out goals, learning content, prototyping experiences, and evaluating the final exhibit. Rodley also described how the Star Wars exhibit utilized over 120 artifacts, video, and interactives to convey its messages about science and technology. He emphasized choosing media based on clear goals and criteria rather than any single technology.
Looking Down vs. Looking Around: Process design for mobile experiencesEd Rodley
The document discusses different types of mobile experiences that museums can develop, including in-gallery multimedia tours, in-museum scavenger hunts and tours, wayfinding apps, augmented reality campaigns, and standalone field guide apps. It emphasizes that the type of mobile experience should be clear and appropriate for the capabilities of mobile devices like touchscreens, GPS, and sensors. Successful mobile apps will take advantage of these capabilities and provide an engaging experience, story, or access to content for audiences. The document encourages museums to launch initial mobile projects now rather than waiting, and to continuously update and improve apps over time.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...indexPub
The recent surge in pro-Palestine student activism has prompted significant responses from universities, ranging from negotiations and divestment commitments to increased transparency about investments in companies supporting the war on Gaza. This activism has led to the cessation of student encampments but also highlighted the substantial sacrifices made by students, including academic disruptions and personal risks. The primary drivers of these protests are poor university administration, lack of transparency, and inadequate communication between officials and students. This study examines the profound emotional, psychological, and professional impacts on students engaged in pro-Palestine protests, focusing on Generation Z's (Gen-Z) activism dynamics. This paper explores the significant sacrifices made by these students and even the professors supporting the pro-Palestine movement, with a focus on recent global movements. Through an in-depth analysis of printed and electronic media, the study examines the impacts of these sacrifices on the academic and personal lives of those involved. The paper highlights examples from various universities, demonstrating student activism's long-term and short-term effects, including disciplinary actions, social backlash, and career implications. The researchers also explore the broader implications of student sacrifices. The findings reveal that these sacrifices are driven by a profound commitment to justice and human rights, and are influenced by the increasing availability of information, peer interactions, and personal convictions. The study also discusses the broader implications of this activism, comparing it to historical precedents and assessing its potential to influence policy and public opinion. The emotional and psychological toll on student activists is significant, but their sense of purpose and community support mitigates some of these challenges. However, the researchers call for acknowledging the broader Impact of these sacrifices on the future global movement of FreePalestine.
THE SACRIFICE HOW PRO-PALESTINE PROTESTS STUDENTS ARE SACRIFICING TO CHANGE T...
The Future of Playing with the Past: New Opportunities in Interpreting Cultural Heritage
1. The Future of Playing with the Past:
New Opportunities in Interpreting Cultural Heritage
Ed Rodley
Peabody Essex Museum
Hnefatafl. By Craig Rodway CC BY-NC-ND 2.0
10. Gabe Zicherman 2012
What is gamification?
Gamification is “using some elements of game systems
in the cause of a business objective. It's easiest to
identify the trend with experiences (frequent flyer
programs, Nike Running/Nike+, or Foursquare) that feel
immediately game-like. The presence of key game
mechanics, such as points, badges, levels, challenges,
leaderboards, rewards, and onboarding, are signals that
a game is taking place.”
11. Gabe Zicherman 2012
What is gamification?
Gamification is “using some elements of game systems
in the cause of a business objective. It's easiest to
identify the trend with experiences (frequent flyer
programs, Nike Running/Nike+, or Foursquare) that feel
immediately game-like. The presence of key game
mechanics, such as points, badges, levels, challenges,
leaderboards, rewards, and onboarding, are signals that
a game is taking place.”
12. Margaret Robertson, 2011
“Gamification is an inadvertent
con.
It tricks people into believing that
there’s a simple way to imbue
their thing… with the
psychological, emotional and
social power of a great game…
Ian Bogost 2011
“‘Gamification’ is a
misnomer. A better name for
this practice is
exploitationware.”
Jaakko Stenros 2015
Gamification “usually refers to using game
elements or game design to enhance or to make
more attractive services and products that are not
ludic.”
15. What is a game?
…engage in an
artificial conflict, defined
by rules
…”not serious”
…absorbing the player
intensely and utterly.
…no material interest
Johan Huizinga
Free (voluntary),
separate [in time and
space], uncertain,
unproductive
Roger Caillois
Katie Salen & Eric Zimmerman
Jesper Juul
16. Juul’s Six Characteristics of Games
1. Rules: Games are rule-based
2. There are variable, quantifiable outcomes
3. There are values assigned to possible outcomes
4. Player effort is required
5. Player is attached to the outcome
6. There are negotiable consequences
17. The game itself is unimportant.
It is the playing that matters.
24. Our culture
Their experience
The thing you’re
designing
Their journey
expectations reflection memoryexperience
Johnanna Koljonen, Alibis for Interaction
Koljonen’s participant journey
25. Interaction alibi
Interaction Alibi: A rule, object, or change of state that allows a human
to interact.This idea is central to designing for participation. An alibi
might be a role, a rule, a narrative, a game, a mask, an instruction, an
introduction. An interaction alibi helps you understand what you’re
expected to do, feel safe trying something new, and trust that the
outcome will be worth your time.
Johanna Koljonen
26. Great Costume Burning Man 2013 . By Duncan Rawlinson CC BY-NC-2.0
Adults need excuses
to play
29. Immersive theatre
• Creates a story world
• Tactile, sensual environments
• Audience is free to explore
• Players and audience interact
• Both social and deeply intimate
31. Nordic larp
• Creates a story world
• Tactile, sensual environments
• Ambitious
• Requires player commitment
• Non-commercial
• Minimal game mechanics
• High production values
35. “A museum exhibition is ‘the
medium of media’”
Dan Spock
by @danspock
Transmediality
36. An exhibition
can utilize:
• • the written word,
• • sound,
• • image,
• • moving image,
• • performance,
• • installation, and
• most recently,
• • digital media.
Gallery One
Cleveland Museum of Art
The Peabody Essex Museum is in Salem, MA in the northeastern corner of the US, the part referred to as “New England.” Salem is about 15 miles north of Boston, and 200 miles northeast of New York City.
PEM is the oldest continuously-operating museum in the country, tracing its founding back to 1799. In the 19th century, Salem merchants and ship captains made enormous fortunes in trade with Asia, and brought back objects from their travels around the world.
Fun fact: In 1800, Salem was the largest port in the United States, ahead of Boston, New York, or Philadelphia.
In 1993, PEM became a museum of art and culture, and its collecting shifted to include a strong emphasis on contemporary art in addition to its historic collections.
It’s an interesting mix of old and new with particularly strong collections of maritime history, Asian, South Asian, and Native American art, a major research library, and two dozen historic houses from the 17th, 18th and 19th centuries.
So, that’s PEM.
Additionally, PEM also owns and maintains 20-odd historic buidlings from the 17th, 18th, and 19th centuries. It’s a fascinating mix…
I’ve worked in museums my whole adult life. I started off as a registrar, looking at objects in dark rooms.
Now at least I get to look up!
I’m responsible for developing a variety of media projects at PEM, which include
In-gallery interpretation, like this AR viewer that let you “look inside” a model of the Queen Mary
Video production
Immersive environments like this recreation of a 19th century Impressionist’s studio boat, where you could look out the stern at a tranquil river scene while the canvas next to it showed a timelapse of a painter capturing that scene.
We also do website
And now, I often work with game designers to create gameful experiences for visitors.
So what I’d like to talk about this morning are potentials; the potential for game theory and design practices to inform how cultural heritage professionals do what they, and the potential for game designers and cutlural heritage practitioners to work together to make meaningful, satisfying heritage experiences.
We’ll start with Gamification,
Games and play,
Two game design concepts to consider
And then
The challenges & opportunities of working together
So lets begin, shall we?
You’ve probably encountered gamification in the wild without even knowing that’s what it is. As a design technique, it’s gained wide currency on the web. Here’s just a few examples.
One of the earliest boosters of gamification is Gbe Zicherman. His deifintiion of gamification is really telling and explains a lot of my complicated relationship with the term.
You’re not playing, you just feel like you are. Or in other words, you’re getting played.
This upset a lot of people, particularly game designers.
What does it mean to be a game? It’s such a simple concept, until you try to define it, which lots of theorists have…
“… a free activity standing quite consciously outside ”ordinary” life as being ”not serious”, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner.”
Huizinga
“… an activity which is essentially: Free (voluntary), separate [in time and space], uncertain, unproductive, governed by rules, make-believe.”
Caillois
“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
“A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable.”
Juul
Play is an even bigger idea than game
As Katie Salen & Eric Zimmerman said,
“The goal of successful game design is meaningful play, but play is something that emerges from the functioning of the rules. As a game designer, you can never directly design play. You can only design the rules that give rise to it. Game designers create experience, but only indirectly.”
you can never directly design play. You can only design the rules that give rise to it.
So what is play?
As Mitch Resnick pointed out
“…Too often, designers and educators try to make things “easy” for learners, thinking that people are attracted to things that are easy to do. But that is not the case. Psychologist Mihaly Csikszentmihályi has found that people become most deeply engaged in activities that are challenging, but not overwhelming. ”
Or, to put it another way, let’s try a game called Progress Wars.
Seymour Papert calls this idea Hard Fun
“…everyone likes hard challenging things to do. But they have to be the right things matched to the individual and to the culture of the times.
Henry Jenkins
Part of what makes play valuable as a mode of problem-solving and learning is that it lowers the emotional stakes of failing: players are encouraged to suspend some of the
real world consequences of the represented actions, to take risks and learn through trial and error. The underlying logic is one of die and do over. “
Elaine Gurian
In a world where one can increasingly customize one’s reality and can choose to voluntarily limit access only to those sources who reassure one’s already held opinions, the museum can become a “safe space for unsafe ideas”
So, I’d argue that its not gamification, nor even games that we should be interested, but in the ways that those things let people play. And in that regard, gaming has some great tools to offer us. The two I’m going offer up are the concept of the magic circle, and the interaction alibi.
It owes its current vogue though to Katie Salen and Eric Zimmerman, who wrote “To play a game means entering into a magic circle, or perhaps creating one as a game begins.” In their 2003 book, “Rules of Play: Fundamentals of Game Design”. Since then, it’s become a foundational concept of game design, and has its own sub-literature devoted to critiquing or defending the idea. What Salen and Zimmerman meant by “magic circle” was the idea that it is a boundary. On the outside is the world, and on the inside is the game. And when players cross that threshold, the rules change, norms change, and people’s roles and behaviors change. What is verboten or discouraged in the world can become acceptable inside the magic circle. The stereotypical quiet meek person who turns into a cutthroat poker player is just one example of how play redefines the rules, or at least establishes a different set while the play is occurring.
Straight out of Huizinga via Salen and Zimmerman. I first encountered it through Johanna Koljonen’s great Alibis for Interaction in Mälmo, Sweden.
“magic circle” is a boundary. On the outside is the world, and on the inside is the game. And when players cross that threshold, the rules change, norms change, and people’s roles and behaviors change. What is verboten or discouraged in the world can become acceptable inside the magic circle. The stereotypical quiet meek person who turns into a cutthroat poker player is just one example of how play redefines the rules, or at least establishes a different set while the play is occurring. To me, the act of becoming a visitor to a heritage site is the same thing. Whatever you were in the world, you become this new thing, and new norms apply.
The Magic Circle also useful to heritage professionals because it is a way to see the visitor experience holistically. In the diagram, the visitor’s journey starts long before they get to the magic circle of the thing you’re designing for them. Their journey is rooted in the larger cultural context of wherever they are and their particular personal experience. Along the way, they’ve picked up expectations about what is going to happen when they enter that magic circle. It is very easy to spend all of one’s time deciding what to do with visitors when they arrive at the entrance to your thing, but by then, they are already a long way into their journey, and you’ve lost opportunities to influence them.
And most importantly, the thing that happens inside the magic circle is well defined. Have you ever accidentally played a game? Me neither. Have you ever wandered from one part of a museum to another and realized belatedly that you’ve entered another exhibition? Me too.
An alibi is an excuse to perform an act and an action of some kind without fear of the consequences. If you as a experience designer want somebody to try something new, or do something scary like interacting with people don't know, giving them an alibi is an explicit way of giving them permission to be someone else. Getting tangled up in knots with other people is usually frowned on, but if you’re playing Twister, then it’s expected and the transgression of invading someone else’s personal space is forgiven because it’s part of the game.
Sebastian Deterding
‘“the most obvious motivation for play—autotelic enjoyment— also sits in most direct tension with adult identity. To account for their play, adults therefore regularly resort to alibis, motivational accounts that deflect negative inference from their play behavior to their character. Adults account for play as serving their adult responsibilities”.
Did this person need to go to BM to dress up like a bike riding pteranodon? No. But the festival itself is an alibi to become a different person for a few hours or days.
Alibis can be very simple.
Alibis can be as simple as giving out identical masks to audiences at the the immersive theatre presentation Sleep No More. What alibi do you think the masks provide? Anonymity? Silence? There’s no mouth hole, only eye holes. How would you behave in a crowd of people all wearing the same mask?
CLICK
This brings us to immersive theatre, which is one of a couple of very difffernt forms of play that I want to add to the mix of experiences that have things to offer heritage preofessionals.
As opposed to traditional theatre, with players on stage and an audience in their seats, immersive theater is a performance form that emphasizes the importance of a specific designed space that both the cast and audience inhabit. Stephen Eckert’s piece in Contemporary Performance is a great starting place to learn more about it. https://contemporaryperformance.com/2017/12/09/immersive-theater/. Immersive theatre creates lush, tactile sensual environments that become both the setting for group experience and diverse individual audience experiences. No longer confined to seat, the audience is free to explore the space of the performance, players and audience mingling and often interacting. Immersive theatre creates a story world where the performance of the actors, though central, is not the only means of conveying the narrative. Sets contain hints and clues, bits of backstory, and additional information that can profoundly influence a given audience member’s understanding of the performance. It is both social and deeply intimate.
Vera de Kok [CC BY-SA 4.0]
Vera de Kok [CC BY-SA 4.0]
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Cultural heritage professionals tend to have a very long view of things. It comes with the territory when you deal with the past, and preservation stretching out into the foreseeable future. Projects germinate for a long time, take a long time to fundraise, and sometimes years to realize. This can lead to feeling a bit like one of Tolkien’s Ents when dealing with people who make software for a living, like computer game designers. The software industry moves at a pace that is completely alien to most of my colleagues’ experience. Instead of years, software people are focusing on design sprints, where two weeks out is a normal horizon. Products are conceived, built, tested, launched, and revised in a matter of months, or the amount of time it might take to make one major decision on a large exhibition project. And this anti-pattern is a tough one to overcome. Everything about modern software development in the Agile/Lean era is organized around privileging the production of code, making product, and fixing it after if needed. Though agile methodologies are starting to creep into museums, the norm is still a much more risk-averse, serial production methodology that emphasizes quality, “getting it right”, over all else. Minimum Viable Products can be a hard sell. Don’t underestimate the culture shock collaboration will create for both partners.
Most game designers tend to specialize in a particular medium. Board game designers make board games, computer game designers work in computer code. The difficultly of matching up broad but shallow expertise and narrow but deep expertise can be significant. To the specialists, the transmedialists can look like well-meaning dilettantes, and to the transmedialists, the specialists look like embodiments of Maslow's Hammer, "I suppose it is tempting, if the only tool you have is a hammer, to treat everything as if it were a nail."
One kind of game that has become very popular in the past few years has been games that feature large, persistent worlds that are inhabited by thousands or millions of players. These games have large overarching narratives that propel the action, and serve as the background for individual players to have their own stories play out.
Exploring a storyworld is also a deeply constructivist endeavor. You put together elements as you navigate the storyspace, and your edifice of knowledge will look different than anyone else’s. This was at least half the fun of Myst. I’d decide that everything we’d learned meant one thing, and my wife would often have constructed a completely different narrative. A big part of the fun of our playing the game was the dialogic interaction we’d have about what was going on while we were playing.
Most of all, the new kinds of game storyworlds allow visitors to have both a social experience, and a personal experience, without the technological backflips we try to do to encourage them to “personalize” experiences.
Bohemia – located in the heart of Europe, the region is rich in culture, silver, and sprawling castles. The death of its beloved ruler, Emperor Charles IV, has plunged the kingdom into dark times: war, corruption, and discord are tearing this jewel of the Holy Roman Empire apart.One of Charles' sons, Wenceslas, has inherited the crown. Unlike his father, Wenceslas is a naive, self-indulgent, unambitious monarch. His half-brother and King of Hungary, Sigismund the Red Fox, senses weakness in Wenceslas. Feigning good will, Sigismund travels to Bohemia and kidnaps his half-brother. With no king on the throne, Sigismund is now free to plunder Bohemia and seize its riches.In the midst of this chaos, you're Henry, the son of a blacksmith. Your peaceful life is shattered when a mercenary raid, ordered by King Sigismund himself, burns your village to the ground. By bittersweet fortune, you are one of the few survivors of this massacre. Without a home, family, or future you end up in the service of Lord Radzig Kobyla, who is forming a resistance against the invasion. Fate drags you into this bloody conflict and shoves you into a raging civil war, where you help fight for the future of Bohemia.
After the new virtual reality (VR) opens to the public on 13 February, you can put on glasses and move back in time at the National Museum of Finland. The VR allows you to step into R. W. Ekman’s painting “The opening of the Diet 1863 by Alexander II” and speak with the emperor and representatives of the different social classes. You can also experience the Hall of Mirrors of the former Imperial Palace, or current Presidential Palace.
The VR is displayed at the new exhibition section, which is built around the theme of 1860s Finland as an autonomous Grand Duchy of Russia. The room includes the emperor’s throne, a portrait and coat of Alexander II, portraits of Finnish notables and the first Finnish coins. The aim is to build a dialogue between authentic museum artefacts and a digitally produced world to provide visitors with a real sense of being transported into history. This builds a historic moment on the artefacts that further expands the visitor experience.
The crux of what I want to say is that game designers have a better take on the nature of learning than curriculum designers. They have to. Their livelihoods depend on millions of people being prepared to undertake the serious amount of learning needed to master a complex game. If their public failed to learn, they would go out of business.
- Papert June 1998 issue of Game Developer
Johanna Koljonen
We have to design the community of players as much as the games themselves…[W]hen you're not making active choices about about how the players should engage with with the game and with each other (just as with anything else you don’t design), the participants will bring it. It will emerge and it's going to emerge at the lowest common denominator.
Ages ago, when I was a fresh young thing at my very first Museums and the Web conference in 1998 or ’99, I heard Craig Rosa, then of the Tech Museum in San Jose, talk about how working on the Web was a fundamentally different kind of work than exhibition development, requiring different outlooks and skills. The Web, he argued was like a garden. Gardens are never “done” in the way an exhibition or book is done. Gardens have only two states; actively tended, or abandoned. Gardeners are constantly monitoring the garden, checking on the plants, pulling up the dead ones, planting new ones, and tending the ones currently growing. And the tending never leads to a state of being “done”. Theatre folk tend to work like mad towards a deadline, and cram a ton of work into too little time, in order to finish by opening night. And once the show opens, it is largely “done” and performed until it’s time is deemed to be up. Which one sounds more like museum work. For me, it is certainly the latter. I long for more of the former, because this way of looking at the work we do has great potential to help us make different kinds of heritage experiences, and to escape the trap of the transactional museum visit.
Total DMA Friends enrollment: 100,000
innovative reengineering of the traditional museum membership strategy.
Available to anyone who wishes to join, DMA Friends focuses on activating engagement with the Museum and building long-term relationships with visitors. The Museum’s emphasis on creating meaningful arts experiences and an open and welcoming environment has expanded its audience base, with 97.1% of DMA Friends self-identifying as new members at the Museum.
The exciting thing I see in gatherings like the CINE seminar in Reykjavik is their potential to create a community of interest around the topic of games and heritage. The domain expertise of the people in the room is so varied that it provides a great example of what the cognitive scientist Gerhard Fischer calls “symmetry of ignorance”. Unlike communities of practice, where all the stakeholders come from roughly the same field, communities of interest bring together stakeholders with different practices. The act of creating a shared understanding of a complex problem–like creating engaging heritage experiences–among all stakeholders can lead to new insights and the kinds of experiences that would be hard to envision in a community of practice.