what museums learn by making games - serious play conference 2013
DESCRIPTION
My presentation at Serious Play Conference 2013 in Redmond, WA. August 19, 2013TRANSCRIPT
Ten years of museums games
Ten years of museums games
Build-a-Fish – Shedd Aquarium
2003
Image: Courtesy of eduweb
Ten years of museums games
Art Sets on Whyville – J. Paul Getty Museum
2004
Ten years of museums games
Knucklebones – J. Paul Getty Museum
2004
Ten years of museums games
GettyGames – J. Paul Getty Museum
2006
Ten years of museums games
Launchball – Science Museum, London
2007
Image: Businessweek.com
Ten years of museums games
Minnesota 150 Challenge – Minnesota Historical Society
2008
Image: Minnesota Historical Society on Flickr
Ten years of museums games
Spy in the City – International Spy Museum
2008
Images: International Spy Museum
Ten years of museums games
WolfQuest – Minnesota Zoo
2008
Image: wolfquest.org
Ten years of museums games
Tate Kids – Tate Gallery, London
2008
Image: Tate Kids
Ten years of museums games
Ghosts of a Chance ARG – Smithsonian American Art Museum
2008
Image: Ghost sofa chance.com
Ten years of museums games
Tate Trumps – Tate Gallery, London
2010
Image: Tate Trumps on iTiunes
Ten years of museums games
Art Game Lab – San Francisco Museum of Modern Art
2012
Image: SFMOMA
Ten years of museums games
Murder at the Met mobile– Metropolitan Museum
2012
Image: Metmuseum.org
Ten years of museums games
Switch mobile– J. Paul Getty Museum
2012
Why Do Museums Want to Make Games?
+ =?
RelevanceAttendance Innovation
Social Interaction Learning
Why Do Museums Want to Make Games?
RelevanceAttendanceInnovation
Social Interaction Learning
Why Do Museums Want to Make Games?
RelevanceAttendanceInnovation
Social Interaction Learning
Why Do Museums Want to Make Games?
RelevanceAttendanceInnovation
Social Interaction Learning
Why Do Museums Want to Make Games?
RelevanceAttendanceInnovation
Social Interaction Learning
Why Do Museums Want to Make Games?
RelevanceAttendanceInnovation
Social Interaction Learning
Why Do Museums Want to Make Games?
Outward facing goals
MarketingPR
Education
Outward facing goals.
Let’s Look Inward.
What do we learn about ourselves?
Let’s Look Inward.
What do we learn about ourselves?
Professional DevelopmentHR
Leadership
Play as Practice
Photo by arbyreed on Flickr
1. A game is a SYSTEM2. Games are FUN and ENGAGING3. In a game you FAIL often in order to succeed
Play as Practice
Photo by arbyreed on Flickr
1. Building SYSTEMS
2. Infusing FUN and ENGAGEMENT
3. Learning to FAIL in order to succeed
Play as Practice
Image: The Moffatt Girls blog
1. A game is a system.
LESSON: Simplify!1. A game is a system.
Art Sets on Whyville– J. Paul Getty Museum
LESSON: Simplify!1. A game is a system.
Axon – Wellcome Collection
Image: Wellcome Trust
LESSON: Collaboration1. A game is a system.
Pheon – Smithsonian American Art Museum
Images: Courtesy of Smithsonian American Art Museum
LESSON: Collaboration1. A game is a system.
Image of staff talking to visitors . (removed)
2. A game is a fun and engaging.
Something about engagement
LESSON: Re-think the Museum2. A game is a fun and engaging.
Ghosts of a Chance ARG – Smithsonian American Art Museum
Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
LESSON: Re-think the Museum2. A game is a fun and engaging.
Ghosts of a Chance ARG – Smithsonian American Art Museum
Images: Georgina Goodlander, Slideshare, courtesy of Smithsonian American Art Museum
LESSON: Learn to fib a bit2. A game is a fun and engaging.
Switch mobile game – J. Paul Getty Museum
Images: J. Paul Getty Museum
3. Games require failure.
http://www.mandible.net/Image: Dungeons of Dredmore. review, firsthour.net
LESSON: Fail often3. Games require failure.
LESSON: Fail often3. Games require failure.
LESSON: Fail oftenGames require failure.
LESSON: Rapid prototype3. Games require failure.
Images: Polgara on Flickr
LESSON: ListenGames require failure.
Image of staff talking to visitors . (removed)
LESSON: ListenGames require failure.
LESSON: Resilience3. A games require failure.
Early early version of switch with no narrative
1. Building SYSTEMS
2. Infusing FUN and ENGAGEMENT
3. Learning to FAIL in order to succeed
Play as Practice
Image: The Moffatt Girls blog