Museums and the Web

An annual conference exploring the social, cultural, design, technological, economic, and organizational issues of culture, science and heritage on-line.

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dannybirchall's picture

Levelling Up: Towards Best Practice in Evaluating Museum Games

Danny Birchall and Martha Henson Wellcome Trust; Alexandra Burch and Daniel Evans, Science Museum, UK; Kate Haley Goldman, National Center for Interactive Learning at the Space Science Center, USA

Abstract

Museums make games because games can provide compelling educational engagement with museum themes and content, and the market for games is enormous. Truly understanding whether games are achieving your goals requires evaluation. In this paper, we identify the kind of games that museums make and use case studies of our own casual games to look at the benefits and means of evaluation. Beginning by identifying different kinds of evaluation within the broad framework of formative and summative practices, we suggest ways to plan an evaluation strategy and set objectives for your game. We then look in detail at evaluation methods: paper and wireframe testing, play-testing, soft launching, Google Analytics, surveys, and analysing responses “in the wild.” While we draw on our own experience for examples of best practice, we recognize that this is an area in which everyone has a lot to learn, and we conclude by suggesting some tactics for sharing knowledge across the museums’ sector.

NancyProctor's picture

Agile Games for Productive Teams

Dana Mitroff Silvers, San Francisco Museum of Modern Art, USA and David Hendee, Carbon Five, USA

http://www.sfmoma.org

Program Item Reference: 
Agile Games for Productive Teams

Squeezicks - A Museum of Science & MIT Collaboration on STEM-based games

Keywords: 
interactive
Keywords: 
games
Keywords: 
exhibits
Keywords: 
stem
Keywords: 
MIT
Keywords: 
MOS
Abstract: 

The Museum of Science, Boston and GAMBIT lab at MIT worked over the summer of 2011 to develop a STEM-based soft-bodied physics game named "Squeezicks", available for online play but also being developed as an exhibit-floor interactive experience.  The purpose of the game is to educate and inspire visitors about the video game industry, and mainly to show the vast amount of STEM-based skill

Type: 
Demonstration - show your project

A Study of Digital Media, Tools, and Technology Use

Keywords: 
audience research
Keywords: 
digital
Keywords: 
iPhone, iTouch, mobile phones
Keywords: 
games
Keywords: 
social engagement
Abstract: 

If we build a mobile app, how many visitors will be able to access it on a smartphone? What platforms should we build it on? How does our audience behave in online and social networks, and how can we use that to engage specific user groups? What other digital media do youth and adults spend time with, and how should that inform the design of our digital initiatives?

Type: 
Paper - in formal session

Rules of Play: Design Elements of Addictive Online Learning Games

Keywords: 
games
Keywords: 
learning
Keywords: 
design
Keywords: 
interactivity
Keywords: 
interpretation
Abstract: 

Over the past decade, games have grown as both a commercial industry, as a field for scholarly research, and as a practical medium for teaching and learning. Inspired by a broad array of research emphasizing the effectiveness of problem-based, anchored instruction, developers have been creating games about subjects ranging from childhood obesity to electoral politics to personal finance.

Type: 
Workshop - full or half day
Authors: 

SFMOMA’s Art Game Laboratory: Real-Life Mad Science Experiments in Visitor Engagement

Keywords: 
games
Keywords: 
community
Keywords: 
crowdsourcing
Keywords: 
analog/digital
Keywords: 
audience interaction
Keywords: 
prototyping
Abstract: 

At Museums and the Web 2011, I proposed and led an unconference session called “Setting Ourselves Up to Fail: Low Cost, Low Stakes Strategies for Visitor Engagement.” About 40 MW attendees participated, and we had a lively discussion and brainstorm on the topic.

Type: 
Mini-Workshop - teaches something or explores approaches
Authors: 

Levelling up: Towards best practice in evaluating museum games

Keywords: 
games
Keywords: 
evaluation
Keywords: 
best practice
Keywords: 
interaction
Keywords: 
audiences
Keywords: 
gamification
Abstract: 

Games, and game-like experiences, are becoming increasingly important to museums seeking to engage new audiences and to provide deeper engagement with existing audiences. Demonstrating the value of commissioning and producing games as a core activity of museums is imperative.

Type: 
Paper - in formal session
dannybirchall's picture

Gaming the museum

Martha Henson and Danny Birchall, Wellcome Collection, United Kingdom

http://www.wellcomecollection.org/

Abstract

What makes a good museum game? Credible learning outcomes, compelling gameplay, or sympathy between the two? During 2010 and 2011, Wellcome Collection have been developing a series of games. In this paper and the workshop, we present four games of very different types as examples of our work so far and attempt to outline some of the underlying principles that have guided it. In the workshop itself, we will brainstorm the ways in which a variety of game platforms and formats might, or might not, work with the themes and content of museums and archives.

Keywords: games, strategy, education, archives, history, syndication

Program Item Reference: 
Gaming the museum
mia's picture

Playing with Difficult Objects – Game Designs to Improve Museum Collections

Mia Ridge, Science Museum, United Kingdom

http://museumgam.es/

Abstract

Crowdsourcing the creation, correction or enhancement of data about objects through games is an attractive proposition for museums looking to maximize use of their collections online without committing intensive curatorial resources to enhancing catalogue records. This paper investigates the optimum game designs to encourage participation and the generation of useful data through a case study of the project Museum Metadata Games that successfully designed games that created improved metadata for 'difficult' objects from two science and history museum collections.

Keywords: collections, games, crowdsourcing, objects, metadata, tagging

Games

Type: 
Session
Date & Time: 
Apr 9 2011 - 1:30pm
Location: 
Commonwealth A/B

Required fields are marked with a red asterisk (*).

A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.

You will not receive registration confirmation by regular mail.

If you do not receive your confirmation today, please contact us.

Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914

Description

Engaging visitors, in person and online, through games is an increasingly alluring way to capture concerted attention. How can we design these experiences to be compelling, to leave a trace of what we hoped to convey and to scale or persist?

Mini-Workshop on Games: I

Type: 
Session
Date & Time: 
Apr 8 2011 - 11:00am
Location: 
Commonwealth C/D

Required fields are marked with a red asterisk (*).

A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.

You will not receive registration confirmation by regular mail.

If you do not receive your confirmation today, please contact us.

Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914

Description

Why, with the vast resources, and fundamental human subjects at our disposal, have museums failed to make more than a handful of really compelling games?

Opening Plenary

Type: 
Session
Theme: 
plenary
Date & Time: 
Apr 7 2011 - 9:00am
Location: 
Commonwealth A/B/C/D

Required fields are marked with a red asterisk (*).

A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.

You will not receive registration confirmation by regular mail.

If you do not receive your confirmation today, please contact us.

Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914

Description

We'll kick off MW2011 together with a plenary speaker highlighting current questions.

We're delighted to welcome Kristin Purcell of the Pew Research Center’s Internet & American Life Project.

Designing Games

Type: 
Workshop
Tech Level: 
No specialized technical skills needed
Date & Time: 
Apr 6 2011 - 9:00am
Location: 
Washington B

Required fields are marked with a red asterisk (*).

Workshops on Wednesday require separate registration. All workshops include lunch.

A confirmation of your registration will be sent to your email address. Please print it out and bring it to the conference.

You will not receive registration confirmation by regular mail.

If you do not receive your confirmation today, please contact us.

Archives & Museum Informatics EIN: 77-0708617; GST / BN 887978914

Description

This workshop focuses on a handful of game mechanics that help us move from the kinds of "game-like" interactives commonly found on museum Web sites into the realm of true games. With a firm understanding of these mechanics, we can design online games that incorporate our content and create compelling, even addicting learning experiences for our audiences.

From Knowledge to Narrative – to Systems? At the junction of game design and museum education

Keywords: 
games
Keywords: 
education
Keywords: 
education
Keywords: 
design
Keywords: 
learning
Keywords: 
constructivism
Keywords: 
narrative
Abstract: 

Laura Robert's landmark book "From Knowledge to Narrative" (Roberts, 1997) analyzed a paradigm shift in museum exhibition in the late 20th century as educators moved museums from traditional methods of knowledge transmission to constructivist interpretive methods such as narrative.

Type: 
Paper - in formal session
Authors: