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Learning through
Games in Museums
   Nikolaos Avouris
  University of Patras, Greece
                                 1
Museums as settings for games

 • Museums play important role as sites of
   informal and lifelong learning
 • Proliferation of game culture in modern
   societies
 • Games are effective ways to learn in an
   informal way both for young visitors and for
   adults

[ D. Norman, The Future of Education: Lessons Learned from Video Games and
Museum Exhibits, www.jnd.org, 2001 ]                                         2
The visitor: gaming culture




http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
                                                                              3
The museum




  collaborative: with other institutions,
    third parties, audience
Nancy Proctor, 2001
http://www.slideshare.net/nancyproctor/the-museum-as-agora-identity-and-   4
collaboration-in-the-21st-century-museum?src=related_normal&rel=809650
Gaming the Future of Museums
  • “We have all this pent-up knowledge in museums, all
    this pent-up expertise, and all these collections
    designed to inspire and bring people together.
  • The museum community has a kind of ethical
    responsibility to unleash it and contribute to the
    happiness of mankind”.
  • …this may be done through games, as they do all
    the things we need to be happy: satisfying work, the
    experience of being good at something, time spent
    with people we like, and the chance to be a part of
    something bigger.
                                           J. McGonigal
American Association of Museum’s (AAM) talk                                                                 5
http://www.slideshare.net/avantgame/gaming-the-future-of-museums-a-lecture-by-jane-mcgonigal-presentation
Games in museums: trends
 • Static games
   – Onsite games
   – Web based games
   – Multiplayer games
 • Mobile games
   – Adopting board games
   – Narratives in games
 • The social dimension
   – the museum as social medium
   – Games for crowd sourcing in museums
                                           6
Onsite Games
Interactive
exhibits
Play the orchestra conductor
at Mozart’s house in Vienna
http://dananderica2010.blogspot.com




                                       Group activity:
                                       A quiz discussion table at
                                       the London Science
                                       Museum
                                        D. Norman, The Future of
                                        Education: Lessons Learned from
Images: http://www.jnd.org/images/
LondonSciMuseum-2for-web.jpg
                                        Video Games and Museum
http://dananderica2010.blogspot.com/    Exhibits, www.jnd.org, 2001       7
The web: to video games and beyond

In search for the learning benefit and
relation to the museum collection
Games discussed:
  – The Parthenon Frieze
  – The Getty games
  – The London Science Museum
  – Smithsonian American Art Museum
                                         8
Play with the Frieze
• "Play with the Frieze" is intended for children. It begins with an introduction
  where the user can understand very quickly what the frieze was, where it
  was, what it represented, and he can see a number of statistical facts.

• They are games of memory and they are designed to attract
  children to closer observation of the details of the frieze.
• In this same category of games, the children are asked to
  exercise their powers of observation, they are asked to put
  together a puzzle.
• The game … is intended to enliven the relief scenes of the
  frieze and to help the children to imagine their colours.
• In the game … they try to find the correct position of the 16
  blocks of the West Frieze (compare images).
• In the games …, the children have to match text with
  picture.
                                                                                    9
  http://cordis.europa.eu/wire/index.cfm?fuseaction=article.Detail&rcn=20548
The Parthenon Frieze




                                                10
         http://www.parthenonfrieze.gr/#/play
Compare images




                                             11
      http://www.parthenonfrieze.gr/#/play
Match text with image




                                                 12
          http://www.parthenonfrieze.gr/#/play
Match the faces




                                              13
       http://www.parthenonfrieze.gr/#/play
Puzzle: the hidden chariot




                                                   14
            http://www.parthenonfrieze.gr/#/play
Getty Games: Jigsaw Puzzles




                                         15
http://www.getty.edu/gettygames/
Getty Games: The details detective




                                            16
http://www.getty.edu/gettygames/
Getty Games: card matching




                                        17
http://www.getty.edu/gettygames/
Getty Games: spot the differences




                                         18
http://www.getty.edu/gettygames/
• Various strategies may be employed not
      intended by the designer




                                               19
http://www.getty.edu/gettygames/
Smithsonian American Art Museum:
         Meet me at midnight




http://americanart.si.edu/exhibitions/online/midnight/default_flash.html
                                                                           20
Cartoon-like narrative with limited
          interactivity with the collection




                                                                           21
http://americanart.si.edu/exhibitions/online/midnight/default_flash.html
Science
   museum
   games

                                                         22
http://www.sciencemuseum.org.uk/onlinestuff/games.aspx
Scenario based problem solving




                                                                          23
http://www.sciencemuseum.org.uk/onlinestuff/games/building_bonanza.aspx
PlayRizk: video game culture




                                                            24
http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx
Competition and community building:
    Connect with facebook for high scores




                                                            25
http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx
Museums in Virtual Worlds: Whyville




                                                      26
http://www.whyville.net/smmk/top/gates?source=getty
WWO: A game about the future:
narrative and simulation
WORLD WITHOUT OIL simulated the first 32 weeks
of a global oil crisis. It established a citizen “nerve
center” to track events and share solutions.
Anybody could play by creating a personal story – an
email or phone call, or for advanced users a blog
post, video, photo, etc. – that chronicled the
imagined reality of their life in the crisis. The game
encouraged excellence with daily awards and
recognition for authentic and intriguing stories.

                                                          27
http://worldwithoutoil.org
On educational value
  …. the educational value of many of
  these games is not always clear, but
  what is clear is that kids are becoming
  more familiar with works of art, they are
  learning to look and think critically
  about art, and they are associating
  museums and art with fun.
                      [from a review in futuresoflearning.org]

http://futuresoflearning.org/index.php/Firda_08/tag/games+in+museums
                                                                       28
Mobile games

New interactivity with
objects and places in
museums and beyond

                         29
Visit as a game: the
cockroach tour




                       http://www.scienc
                       emuseum.org.uk/
                       ClimateChanging/
                       Events/Cockroach
                       tour.aspx         30
Alternate reality games
 • An alternate reality game (ARG) is an interactive
   narrative that uses the real world as a platform,
   often involving multiple media and game elements,
   to tell a story that may be affected by participants'
   ideas or actions.

 • A live action role-playing game (LARP) is a form
   of role-playing game where the participants
   physically act out their characters' actions. The
   players pursue goals within a fictional setting
   represented by the real world, while interacting with
   each other in character.
[wikipedia]                                                31
ARGs in Museums:
                              Ghost of a Chance
    • Players were asked to interpret weekly
      challenges by creating and mailing artifacts to
      the Luce Foundation Center.
    • Entered into the museum’s collection, these
      items represented a player-generated
      gallery collection that unlocked further clues
      in the game’s narrative.

http://ghostsofachance.com/                             32
Ghost of a Chance




Smithsonian American Art MuseumUser-submitted images
  from the "Ghost of a Chance" interactive multimedia game at
  the Smithsonian American Art Museum                           33
Museum space interaction modalities
QR codes (quick response codes)



                   (From Derby Museum, Connection to
                   QRPedia)



                  NFCtags (Near Field
                   Communication)
                   Source: NFC at Museum of London, Nokia
                   (Youtube)                                34
Museum space interaction modalities
                                     Source: RExplorer
                                     (Youtube)
Scan an image
(GoogleGoggles)




                                Gesture-based
Source: Google Goggles at the
                                   interaction
Getty Museum (Youtube)                                   35
Ways for communicating instructions
     to players and progressing narration

                             • Ruyi from whaiwhai
                               (youtube, TGR)




                                                    36
http://www.whaiwhai.com/en
Place-based simulation games:
    Environmental Detectives
    A place-based game created by
    MITtargeted at high school and
    university students. Students
    played the role of environmental
    engineers presented with an
    environmental emergency. The
    goal was to locate the source of a
    spill, identify the responsible party,
    design a remediation plan, and
    brief the authorities on any health
    and legal risks -all within two hours
                                             37
http://education.mit.edu/ar/ed.html
MuseumScrabble: linking exhibits
• Task to build connections between exhibits and
  themes/concepts that can be linked to more than
  one exhibits with different strength according to its
  relevance to the theme
• The concepts may be embeded in a narrative that
  the players have to follow
• Game is played by groups playing against each
  other
• Players fight for resources (exhibits) as they capture
  the exhibits not allowing the opponents to use it.
                                                           38
MuseumScrabble
link exhibits to themes/concepts




[Youtube:
museumscra
                                   39
bble]
The museum as a
social medium
Players roles: they can comment, contribute
content, change the game rules or develop
new games, discuss in a community about
tricks and cheats

                                              40
Place-based connection to exhibit’s
blog through QR codes




                          Fenimore Art Museum
                                                41
Ookl mobile app




             http://www.ooklnet.com
                                      42
Ookl tell your own story




                           43
ookl: citizen curator




                        44
A city game with contribution of
tasks/riddles by the players :
Invisible City



                 Mission tasks may be
                 contributed through a web site
                 (e.g. a school teacher can
                 design a specific version of the
                 game for a school party)
                 [Sintoris et al. 2011 ]            45
Player-created/adapted Games

 By developing their own Games students can
 show what they have learned, and they can
 also “explore various hypotheses” using the
 game (Klopfer, 2008).
 User configuration of game elements is a tool
 for learning (Yiannoutsou et al. 2011).

Klopfer, E. (2008) Augmented Learning: Research and Design of
Mobile Educational Games. MIT Press, Cambridge, MA.
Yiannoutsou N., Sintoris C., Avouris N, End User configuration of
game elements: Game construction as learning activity, IS-EUD
                                                                    46
2011
New authoring tools are needed to
 involve players in game creation
    adaptation/ e.g. Taleblazer
          • TaleBlazer is a new rich Internet
            application from MIT's STEP lab to
            author smartphone location-based
            augmented reality (AR) games. For
            location-based AR game building.

          • Features :
             – Visual blocks-based scripting
             – Interactive data layers and sampling -
               create models for player exploration and
               discovery of scientific topics.
             – Conditional dialog creator - interact with
               characters in new ways

            http://education.mit.edu/projects/taleblazer    47
Bending the rules: Cheats and tricks
                                      (…finally a way to have a decent salary! )




http://kewlwhyvilletricks.webs.com/

                                                                                   48
Harnessing the social
  power: Crowdsourcing
  games in museums

• Crowdsourcing is the act of sourcing tasks
  traditionally performed by specific individuals
  to an undefined large group of people or
  community (crowd) through an open call
                                                    49
Crowd sourcing tasks
• Stating preferences, voting on interesting
  objects, comments etc.
• Tagging: unstructured text associated with
  objects
• Debunking, criticizing: arguing against other
  peoples’ ideas, tags etc.
• Recording personal stories: personal
  memories associated to a museum object
• Linking objects or categorising: grouping of
  objects or associating them with themes (e.g.
  card sorting, museumscrabble)
[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011]   50
Freeze Tag!




              51
Steve tagger




http://tagger.steve.museum/
                                      52
http://tagger.steve.museum/
                              53
Dora’s lost data




             http://museumgam.es/dora/   54
Crowdsourcing games
  • They are fun and engaging
  • They are productive
  • Have high learning potential with sense of
    ownership of new knowledge (information
    and skills)
  • The museums learn too and adapt to their
    audience
  • Help players acquire, test and master new
    skills
[M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 55
Summary
• Games enrich visitor experience in museums
  engaging them, making them more active
• However the educational value of games,
  especially traditional video games is questioned
• Mobile games with support of technology may
  increase interaction with exhibits and have high
  learning potential
• The social dimension in museum games is
  becoming more relevant, as players may
  contribute content, adapt the games, build new
  games, cheat J even help the museum…
• Crowdsourcing games can be of benefit to both
  museums and players
                                                     56
ευχαριστώ


hci.ece.upatras.gr/avouris
                             57
Greece 2011
          in search for a…
Cataclysmically Epic
[Achievement]


                             58

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Learning through games in museums

  • 1. Learning through Games in Museums Nikolaos Avouris University of Patras, Greece 1
  • 2. Museums as settings for games • Museums play important role as sites of informal and lifelong learning • Proliferation of game culture in modern societies • Games are effective ways to learn in an informal way both for young visitors and for adults [ D. Norman, The Future of Education: Lessons Learned from Video Games and Museum Exhibits, www.jnd.org, 2001 ] 2
  • 3. The visitor: gaming culture http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html 3
  • 4. The museum collaborative: with other institutions, third parties, audience Nancy Proctor, 2001 http://www.slideshare.net/nancyproctor/the-museum-as-agora-identity-and- 4 collaboration-in-the-21st-century-museum?src=related_normal&rel=809650
  • 5. Gaming the Future of Museums • “We have all this pent-up knowledge in museums, all this pent-up expertise, and all these collections designed to inspire and bring people together. • The museum community has a kind of ethical responsibility to unleash it and contribute to the happiness of mankind”. • …this may be done through games, as they do all the things we need to be happy: satisfying work, the experience of being good at something, time spent with people we like, and the chance to be a part of something bigger. J. McGonigal American Association of Museum’s (AAM) talk 5 http://www.slideshare.net/avantgame/gaming-the-future-of-museums-a-lecture-by-jane-mcgonigal-presentation
  • 6. Games in museums: trends • Static games – Onsite games – Web based games – Multiplayer games • Mobile games – Adopting board games – Narratives in games • The social dimension – the museum as social medium – Games for crowd sourcing in museums 6
  • 7. Onsite Games Interactive exhibits Play the orchestra conductor at Mozart’s house in Vienna http://dananderica2010.blogspot.com Group activity: A quiz discussion table at the London Science Museum D. Norman, The Future of Education: Lessons Learned from Images: http://www.jnd.org/images/ LondonSciMuseum-2for-web.jpg Video Games and Museum http://dananderica2010.blogspot.com/ Exhibits, www.jnd.org, 2001 7
  • 8. The web: to video games and beyond In search for the learning benefit and relation to the museum collection Games discussed: – The Parthenon Frieze – The Getty games – The London Science Museum – Smithsonian American Art Museum 8
  • 9. Play with the Frieze • "Play with the Frieze" is intended for children. It begins with an introduction where the user can understand very quickly what the frieze was, where it was, what it represented, and he can see a number of statistical facts. • They are games of memory and they are designed to attract children to closer observation of the details of the frieze. • In this same category of games, the children are asked to exercise their powers of observation, they are asked to put together a puzzle. • The game … is intended to enliven the relief scenes of the frieze and to help the children to imagine their colours. • In the game … they try to find the correct position of the 16 blocks of the West Frieze (compare images). • In the games …, the children have to match text with picture. 9 http://cordis.europa.eu/wire/index.cfm?fuseaction=article.Detail&rcn=20548
  • 10. The Parthenon Frieze 10 http://www.parthenonfrieze.gr/#/play
  • 11. Compare images 11 http://www.parthenonfrieze.gr/#/play
  • 12. Match text with image 12 http://www.parthenonfrieze.gr/#/play
  • 13. Match the faces 13 http://www.parthenonfrieze.gr/#/play
  • 14. Puzzle: the hidden chariot 14 http://www.parthenonfrieze.gr/#/play
  • 15. Getty Games: Jigsaw Puzzles 15 http://www.getty.edu/gettygames/
  • 16. Getty Games: The details detective 16 http://www.getty.edu/gettygames/
  • 17. Getty Games: card matching 17 http://www.getty.edu/gettygames/
  • 18. Getty Games: spot the differences 18 http://www.getty.edu/gettygames/
  • 19. • Various strategies may be employed not intended by the designer 19 http://www.getty.edu/gettygames/
  • 20. Smithsonian American Art Museum: Meet me at midnight http://americanart.si.edu/exhibitions/online/midnight/default_flash.html 20
  • 21. Cartoon-like narrative with limited interactivity with the collection 21 http://americanart.si.edu/exhibitions/online/midnight/default_flash.html
  • 22. Science museum games 22 http://www.sciencemuseum.org.uk/onlinestuff/games.aspx
  • 23. Scenario based problem solving 23 http://www.sciencemuseum.org.uk/onlinestuff/games/building_bonanza.aspx
  • 24. PlayRizk: video game culture 24 http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx
  • 25. Competition and community building: Connect with facebook for high scores 25 http://www.sciencemuseum.org.uk/ClimateChanging/Rizk.aspx
  • 26. Museums in Virtual Worlds: Whyville 26 http://www.whyville.net/smmk/top/gates?source=getty
  • 27. WWO: A game about the future: narrative and simulation WORLD WITHOUT OIL simulated the first 32 weeks of a global oil crisis. It established a citizen “nerve center” to track events and share solutions. Anybody could play by creating a personal story – an email or phone call, or for advanced users a blog post, video, photo, etc. – that chronicled the imagined reality of their life in the crisis. The game encouraged excellence with daily awards and recognition for authentic and intriguing stories. 27 http://worldwithoutoil.org
  • 28. On educational value …. the educational value of many of these games is not always clear, but what is clear is that kids are becoming more familiar with works of art, they are learning to look and think critically about art, and they are associating museums and art with fun. [from a review in futuresoflearning.org] http://futuresoflearning.org/index.php/Firda_08/tag/games+in+museums 28
  • 29. Mobile games New interactivity with objects and places in museums and beyond 29
  • 30. Visit as a game: the cockroach tour http://www.scienc emuseum.org.uk/ ClimateChanging/ Events/Cockroach tour.aspx 30
  • 31. Alternate reality games • An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants' ideas or actions. • A live action role-playing game (LARP) is a form of role-playing game where the participants physically act out their characters' actions. The players pursue goals within a fictional setting represented by the real world, while interacting with each other in character. [wikipedia] 31
  • 32. ARGs in Museums: Ghost of a Chance • Players were asked to interpret weekly challenges by creating and mailing artifacts to the Luce Foundation Center. • Entered into the museum’s collection, these items represented a player-generated gallery collection that unlocked further clues in the game’s narrative. http://ghostsofachance.com/ 32
  • 33. Ghost of a Chance Smithsonian American Art MuseumUser-submitted images from the "Ghost of a Chance" interactive multimedia game at the Smithsonian American Art Museum 33
  • 34. Museum space interaction modalities QR codes (quick response codes) (From Derby Museum, Connection to QRPedia) NFCtags (Near Field Communication) Source: NFC at Museum of London, Nokia (Youtube) 34
  • 35. Museum space interaction modalities Source: RExplorer (Youtube) Scan an image (GoogleGoggles) Gesture-based Source: Google Goggles at the interaction Getty Museum (Youtube) 35
  • 36. Ways for communicating instructions to players and progressing narration • Ruyi from whaiwhai (youtube, TGR) 36 http://www.whaiwhai.com/en
  • 37. Place-based simulation games: Environmental Detectives A place-based game created by MITtargeted at high school and university students. Students played the role of environmental engineers presented with an environmental emergency. The goal was to locate the source of a spill, identify the responsible party, design a remediation plan, and brief the authorities on any health and legal risks -all within two hours 37 http://education.mit.edu/ar/ed.html
  • 38. MuseumScrabble: linking exhibits • Task to build connections between exhibits and themes/concepts that can be linked to more than one exhibits with different strength according to its relevance to the theme • The concepts may be embeded in a narrative that the players have to follow • Game is played by groups playing against each other • Players fight for resources (exhibits) as they capture the exhibits not allowing the opponents to use it. 38
  • 39. MuseumScrabble link exhibits to themes/concepts [Youtube: museumscra 39 bble]
  • 40. The museum as a social medium Players roles: they can comment, contribute content, change the game rules or develop new games, discuss in a community about tricks and cheats 40
  • 41. Place-based connection to exhibit’s blog through QR codes Fenimore Art Museum 41
  • 42. Ookl mobile app http://www.ooklnet.com 42
  • 43. Ookl tell your own story 43
  • 45. A city game with contribution of tasks/riddles by the players : Invisible City Mission tasks may be contributed through a web site (e.g. a school teacher can design a specific version of the game for a school party) [Sintoris et al. 2011 ] 45
  • 46. Player-created/adapted Games By developing their own Games students can show what they have learned, and they can also “explore various hypotheses” using the game (Klopfer, 2008). User configuration of game elements is a tool for learning (Yiannoutsou et al. 2011). Klopfer, E. (2008) Augmented Learning: Research and Design of Mobile Educational Games. MIT Press, Cambridge, MA. Yiannoutsou N., Sintoris C., Avouris N, End User configuration of game elements: Game construction as learning activity, IS-EUD 46 2011
  • 47. New authoring tools are needed to involve players in game creation adaptation/ e.g. Taleblazer • TaleBlazer is a new rich Internet application from MIT's STEP lab to author smartphone location-based augmented reality (AR) games. For location-based AR game building. • Features : – Visual blocks-based scripting – Interactive data layers and sampling - create models for player exploration and discovery of scientific topics. – Conditional dialog creator - interact with characters in new ways http://education.mit.edu/projects/taleblazer 47
  • 48. Bending the rules: Cheats and tricks (…finally a way to have a decent salary! ) http://kewlwhyvilletricks.webs.com/ 48
  • 49. Harnessing the social power: Crowdsourcing games in museums • Crowdsourcing is the act of sourcing tasks traditionally performed by specific individuals to an undefined large group of people or community (crowd) through an open call 49
  • 50. Crowd sourcing tasks • Stating preferences, voting on interesting objects, comments etc. • Tagging: unstructured text associated with objects • Debunking, criticizing: arguing against other peoples’ ideas, tags etc. • Recording personal stories: personal memories associated to a museum object • Linking objects or categorising: grouping of objects or associating them with themes (e.g. card sorting, museumscrabble) [M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 50
  • 54. Dora’s lost data http://museumgam.es/dora/ 54
  • 55. Crowdsourcing games • They are fun and engaging • They are productive • Have high learning potential with sense of ownership of new knowledge (information and skills) • The museums learn too and adapt to their audience • Help players acquire, test and master new skills [M.Ridge, Everyone wins: Crowdsourcing games & Museums, MuseumNext, May 2011] 55
  • 56. Summary • Games enrich visitor experience in museums engaging them, making them more active • However the educational value of games, especially traditional video games is questioned • Mobile games with support of technology may increase interaction with exhibits and have high learning potential • The social dimension in museum games is becoming more relevant, as players may contribute content, adapt the games, build new games, cheat J even help the museum… • Crowdsourcing games can be of benefit to both museums and players 56
  • 58. Greece 2011 in search for a… Cataclysmically Epic [Achievement] 58