Museums and the Web

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Isabelle Astic's picture

A Ubiquitous Mobile Edutainment Application for Learning Science through Play

Isabelle Astic and Coline Aunis, Cnam/Musée des arts et métiers; Areti Damala and Eric Gressier-Soudan, Cnam/CEDRIC, France

Abstract

This paper advances the state of the art in games design of serious pervasive games. We analyze the game design of the two serious pervasive games built during the "PLUG, Play Ubiquitous Games and play more" project. We compare their desired objectives to the really completed ones. We then conclude with a section on what serious pervasive game design should be.

Keywords: pervasive games, serious games, game design, magic circle, flow theory, edutainment, learning

Games

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

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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?

Museum Games: Some Strategies for Achieving Project Goals

Keywords: 
game design
Keywords: 
social media
Keywords: 
Facebook
Keywords: 
third space
Keywords: 
RPGs
Keywords: 
assessment
Abstract: 

This paper examines the different strategies that may be used to develop museum games by focusing on two case studies currently underway at the Rochester Institute of Technology. The type of game and game play are the basic structural components of the game. Much like the narrative of a story, the game components must support the desired outcomes.

Type: 
Paper - in formal session
Authors: