SlideShare une entreprise Scribd logo
1  sur  22
Télécharger pour lire hors ligne
Hello…
The Smithsonian American Art Museum shares a building with the National Portrait
Gallery in downtown DC.

The museum is home to a large collection of American art, representing more than
seven thousand artists from the colonial period to today.




                                                                                   1
Background - GOAC
In 2008, we ran an Alternate Reality Game called Ghosts of a Chance. An ARG is an
interactive story that demands players’ active participation – the story does not
continue unless players do something. It takes place in real time and using real world
elements (phones, web, email, physical spaces, etc.).

We did not have any defined goals at the beginning of this project, nor did we have a
clear idea of exactly what it would look like, but we determined the project to be a
success because: It attracted a new audience of ARG-players to our online collections,
it got teenagers and young adults excited about interacting with museum collections,
and it promoted the museum through press and online activity.




                                                                                         2
Overview of Pheon
In 2010, we launched a new game, Pheon. This was intended to build upon the
success of Ghosts of a Chance, and apply everything we learned from running the
first game. It ran from October 2010 through October 2011 and took place both
online and on site.

We did define our goals before developing Pheon, though they were still fairly broad.
Our goals were to:
Increase familiarity with our collections. Players should leave the game with new
knowledge about the types of work we have in our collection.
Inspire creativity. Players should physically do something that has a tangible and
documented result in order to progress through the game.
Connect art with people’s lives: Players should discover connections between the
artworks and artists in our collection and their own lives.
Promote the American Art Museum: As with “Ghosts of a Chance,” we wanted the
game to attract new audiences, primarily on-line, but also in the real world.

There were two versions of the game. One version could be played online through a
Facebook application. The other was an adaptation of the Facebook game for use in
the Museum as a multimedia scavenger hunt.

It’s worth noting here that the game was designed for multiple institutions. Different
museums would be able to work with the game designers to create content specific
to their goals.

                                                                                         3
About the Game - Narrative
There was a detailed narrative behind Pheon. The game was set in Terra Tectus, a
secret world in which two peoples, Staves and Knaves, were at war. Some of the
characters were based on real figures from history. The idea was that Terra Tectus
needed humans, i.e. players, to help end the war, which they did by completing
missions.




                                                                                     4
Evaluation
We worked with UXR Consulting to do a exploratory summative evaluations of both
versions of the game last summer. The online game was evaluated through a web-
based survey that went to people who had played the game online, as well as non-
players, since we hoped that their responses would provide some insight into why we
struggled to attract people to the game.

The on site game was evaluated through observations, interviews, and open-ended
survey questions.




                                                                                      5
First, the Online Game
This was the main focus of the game. The online game ran through a Facebook app.
Players could sign up, accept different missions, complete them in the real world,
then upload photographs or videos to show that they completed the mission and
progress through the game.

We were very proud of Pheon. We felt that it boasted more sophisticated game
design than Ghosts of a Chance. We were happy with our decision to run the online
game through Facebook, since we thought that this represented a huge audience of
people who wanted to play games. We even received money from a Smithsonian
innovation fund…




                                                                                     6
Unfortunately, no one played. In 12 months, only 68 people played, and even those
people only completed a small part of the game.

The evaluation showed us that there were three main reasons why the game failed…




                                                                                    7
#1 Narrative
PHEON’s story was designed for use across multiple Museum institutions, but unfortunately it
was only ever deployed at the American Art Museum. Because of this, the narrative did not
connect directly to the Museum. Blurring the lines between reality and fiction is a critical
component of an ARG, so we should have created a storyline that connected directly to the
real world of the Museum in some way.
The Facebook interface detracted from players’ total immersion into the world of Terra
Tectus, and the casual, drop-in nature of Facebook use also limited the extent to which
players could immerse themselves in the fiction of the game.
The narrative was also far too complex, and did not have any obvious connection to player
activity – it continued in the same direction regardless of what players did.




                                                                                               8
What went wrong?
#2 Facebook
We found that Facebook was a huge barrier to participation. The overarching sentiment by
non-players was that Facebook was not an ideal platform for a game like PHEON due to:
they had strong perceptions of what types of games are or should be played on Facebook;
they did not use Facebook very often; or
they had a general dislike for Facebook. Many people also cited privacy or spam concerns as
a reason for not engaging with ANY apps on Facebook.
Even for Facebook users that did engage with games, we found that Pheon demanded far too
much of them. Casual games like Farmville or Mafia Wars are successful on Facebook
because they require only quick bursts of player effort and take only a little time to
understand. Pheon asked players to engage with and understand a complex narrative, accept
missions, do things in the real world, and then follow up by uploading photographs.




                                                                                              9
What went wrong?
#3 Marketing
In contrast to the people who did not like the idea of an ARG on Facebook, there were
several others who found the idea intriguing, but had simply never heard of the game. This
points to a potential marketing issue. These are people who were in the target audience -
gamers with a Facebook account that they used regularly - but who the advertising channels
never reached.
We also found that the title, game description, or other components of the game’s branding
did not sufficiently convey what the game was about to make people want to play it.




                                                                                             10
In contrast, the on-site game was quite successful.
Visitors to the Museum competed as either Staves or Knaves. Players then followed
clues and completed tasks around the entire museum. The activities were designed
to engage people with the artworks and take them around the museum in
unconventional ways. Tasks included: finding objects, solving codes, making things,
performing, and answering questions.




                                                                                      11
We had relatively good participation in this part of the game and the evaluation
showed us that players demonstrated 21st century and museum literacy skills as well
as overall satisfaction and enjoyment.

I’m going to highlight a few examples of the skills demonstrated by players – for full
details see the reports.




                                                                                         12
Technology literacy:
The museum has computer kiosks that provide access to a digital catalogue of
artworks. Pheon required players to find and use these early on, which meant that
they often returned to them unprompted to search for answers at other parts of the
game.

Players also showed comfort using cell phones and text messaging in a museum
setting, since many parts of the game required them to respond to text messages or
make phone calls.




                                                                                     13
21st century skills: Trial and Error
Trial and error was the most common form of problem solving engaged in by players,
and was most often seen with use of the different technologies in the game. If an
initial response returned an error, players would continually think up variations to try
until they got it right.




                                                                                           14
21st century skills: Re-reading and re-considering
If trial and error did not work, groups would re-read or re-consider the clue, and
would often re-trace their steps to the last part of the game.

21st century skills: Team work (division of labor)
Pheon was designed to be played in a group, so team work was a common strategy.
When they had to find an artwork in a particular gallery, they would often split up in
order to search more efficiently. Pheon also involved many different skills – from
solving complex codes to creating sculptures from foil, so members of a team would
apply their strengths depending on the task at hand.




                                                                                         15
21st century skills: Talking to strangers
Talking to strangers in art museums is a rare event. Pheon players were often seen
talking to other groups, seeking help on particularly difficult tasks. Players were easy
to identify because of their Pheon buttons or disguises.

21st century skills: Group and intergenerational learning
PHEON was deliberately designed in a way that working as a group would be more
beneficial than working alone. Older individuals would often take a leadership role,
but younger members of a group were relied upon to help with the text messages
and kiosk use.




                                                                                           16
Museum Literacy: Engaging with staff
Players talked to anyone that they thought might help when they were stuck! In
addition to talking to the museum staff that were running the game, they also
engaged with security officers and information desk attendants. The silliness of many
of the game tasks helped to remove any intimidation that visitors might feel in asking
staff a question.




                                                                                         17
Museum Literacy: Connecting with art
Connecting with art was a huge part of the game. Players noticed new artworks,
engaged with pieces deliberately through the game, connected art to other life
experiences, described learning something new, recalled objects and galleries after
the fact, and from time to time, let the art overshadow the game play.

Many parts of the game required players to study or interact with an artwork. (foil
sculpture and sheet music)

Everyone we surveyed in the evaluation was able to recall at least one artwork in
detail, even several months after they played the game.




                                                                                      18
Museum Literacy: Label reading & Terminology
This was an easy one. Players often had to read a label in order to answer a question
in the game. In many instances, when they didn’t know exactly which artwork they
were looking for, they would read every label in the gallery to try and find the answer.

The game also taught them elements of museum terminology, including accession
numbers, computer kiosks, and gallery names.




                                                                                           19
Museum Literacy: Connecting with museum as space & assessing creature comforts
Players connected with the museum spaces as well as the artwork. Many people
reported that they saw parts of the museum they had not seen before, or they
experienced the art museum in a new way.

The game involved a great deal of walking and moving between floors, and took
around 2 hours to complete. As a result, players learned quickly the location of
elevators and benches throughout the museum!




                                                                                   20
Spatial Navigation & Orientation
Our museum map did not work very well for the game! The map is designed for a
regular museum visitor, accessing the museum in a conventional way. Pheon is a
vertical game, and players found it very difficult to navigate between the floors.

However, many players reported that they enjoyed getting lost during the game,
using the experience to see new things which occasionally helped them at future
points in the game.




                                                                                     21
In Summary…
Lessons Learned
We should have kept the game simple and focused on the museum and its collection.
Not tried to incorporate a complicated narrative
We should have been strategic about defining an audience and marketing to them.
(Online) we should have researched Facebook as a platform!
(On site) we should have created a map that was customized for the game

What we know
Games can encourage 21st century skills and museum literacy
Games can help people be less intimidated about art and museums
Games can inspire memorable connections with art
But, the platform matters!




                                                                                    22

Contenu connexe

Tendances

Gaming Update March
Gaming Update MarchGaming Update March
Gaming Update MarchAdvance A/S
 
Platform games
Platform gamesPlatform games
Platform gamesDan Miles
 
Angry birds presentation
Angry birds presentationAngry birds presentation
Angry birds presentationMeg Henwood
 
Marketing Strategy of Angry Birds
Marketing Strategy of Angry BirdsMarketing Strategy of Angry Birds
Marketing Strategy of Angry BirdsAngelainBay
 
Creating a new kind of social browser game: Adslife
Creating a new kind of social browser game: AdslifeCreating a new kind of social browser game: Adslife
Creating a new kind of social browser game: AdslifePietro Polsinelli
 
Popular Console Games
Popular Console GamesPopular Console Games
Popular Console Gameslucas lucas
 
Angry birds
Angry birdsAngry birds
Angry birdsmrsloan
 
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Claudio Pires Franco
 
Learning through games in museums
Learning through games in museumsLearning through games in museums
Learning through games in museumsNikolaos Avouris
 
Gaming Update May
Gaming Update MayGaming Update May
Gaming Update MayAdvance A/S
 
Meaningful Play 2010: ARG/transmedia panel
Meaningful Play 2010: ARG/transmedia panelMeaningful Play 2010: ARG/transmedia panel
Meaningful Play 2010: ARG/transmedia panelKari Kraus
 
Digital Art and Games
Digital Art and GamesDigital Art and Games
Digital Art and GamesNelson Zagalo
 
PicoGame Presentation 2013
PicoGame Presentation 2013PicoGame Presentation 2013
PicoGame Presentation 2013picogame
 
10 reasons to drop everything and play earthbound www.gamebasin.com
10 reasons to drop everything and play earthbound   www.gamebasin.com10 reasons to drop everything and play earthbound   www.gamebasin.com
10 reasons to drop everything and play earthbound www.gamebasin.comGameBasin.com
 
Debra smith final presentation
Debra smith   final presentationDebra smith   final presentation
Debra smith final presentationDebra Smith
 
3. research
3. research 3. research
3. research Will Cave
 
Designing Games for "the 43-year-old woman"
Designing Games for "the 43-year-old woman"Designing Games for "the 43-year-old woman"
Designing Games for "the 43-year-old woman"Chris Trottier
 

Tendances (20)

Gaming Update March
Gaming Update MarchGaming Update March
Gaming Update March
 
Platform games
Platform gamesPlatform games
Platform games
 
Angry birds presentation
Angry birds presentationAngry birds presentation
Angry birds presentation
 
Marketing Strategy of Angry Birds
Marketing Strategy of Angry BirdsMarketing Strategy of Angry Birds
Marketing Strategy of Angry Birds
 
Creating a new kind of social browser game: Adslife
Creating a new kind of social browser game: AdslifeCreating a new kind of social browser game: Adslife
Creating a new kind of social browser game: Adslife
 
Building the Angry Birds Brand
Building the Angry Birds BrandBuilding the Angry Birds Brand
Building the Angry Birds Brand
 
Angry birds case study
Angry birds case studyAngry birds case study
Angry birds case study
 
Popular Console Games
Popular Console GamesPopular Console Games
Popular Console Games
 
Angry birds
Angry birdsAngry birds
Angry birds
 
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]
Digital Media Adaptation Model - MRS Kids&youth2011 conference [screens+notes]
 
3. research (2)
3. research (2)3. research (2)
3. research (2)
 
Learning through games in museums
Learning through games in museumsLearning through games in museums
Learning through games in museums
 
Gaming Update May
Gaming Update MayGaming Update May
Gaming Update May
 
Meaningful Play 2010: ARG/transmedia panel
Meaningful Play 2010: ARG/transmedia panelMeaningful Play 2010: ARG/transmedia panel
Meaningful Play 2010: ARG/transmedia panel
 
Digital Art and Games
Digital Art and GamesDigital Art and Games
Digital Art and Games
 
PicoGame Presentation 2013
PicoGame Presentation 2013PicoGame Presentation 2013
PicoGame Presentation 2013
 
10 reasons to drop everything and play earthbound www.gamebasin.com
10 reasons to drop everything and play earthbound   www.gamebasin.com10 reasons to drop everything and play earthbound   www.gamebasin.com
10 reasons to drop everything and play earthbound www.gamebasin.com
 
Debra smith final presentation
Debra smith   final presentationDebra smith   final presentation
Debra smith final presentation
 
3. research
3. research 3. research
3. research
 
Designing Games for "the 43-year-old woman"
Designing Games for "the 43-year-old woman"Designing Games for "the 43-year-old woman"
Designing Games for "the 43-year-old woman"
 

En vedette

Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...
Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...
Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...Georgina Goodlander
 
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)MW2009 Ghosts of a Chance Presentation (Learning from Games Session)
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)Georgina Goodlander
 
DHWI Linked Open Data - What I Did
DHWI Linked Open Data - What I DidDHWI Linked Open Data - What I Did
DHWI Linked Open Data - What I DidGeorgina Goodlander
 
Linked Open Data and American Art
Linked Open Data and American ArtLinked Open Data and American Art
Linked Open Data and American ArtGeorgina Goodlander
 
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011Daniel Dufourt
 

En vedette (7)

Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...
Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...
Learning from the Media: Encouraging Wonder and Discovery in Families and Sma...
 
Pheon: The Concept
Pheon: The ConceptPheon: The Concept
Pheon: The Concept
 
ARTitorium - Work in Progress
ARTitorium - Work in ProgressARTitorium - Work in Progress
ARTitorium - Work in Progress
 
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)MW2009 Ghosts of a Chance Presentation (Learning from Games Session)
MW2009 Ghosts of a Chance Presentation (Learning from Games Session)
 
DHWI Linked Open Data - What I Did
DHWI Linked Open Data - What I DidDHWI Linked Open Data - What I Did
DHWI Linked Open Data - What I Did
 
Linked Open Data and American Art
Linked Open Data and American ArtLinked Open Data and American Art
Linked Open Data and American Art
 
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011
CREATIVE INDUSTRIES IN ESTONIA, LATVIA AND LITHUANIA 2011
 

Similaire à Pheon: One Game, Two Platforms, Mixed Success (w/NOTES)

Games and Interaction in Museums
Games and Interaction in MuseumsGames and Interaction in Museums
Games and Interaction in MuseumsGeorgina Goodlander
 
Designing a storyboard
Designing a storyboardDesigning a storyboard
Designing a storyboardCentro Metid
 
Game Treatment - Main Game
Game Treatment - Main GameGame Treatment - Main Game
Game Treatment - Main GameDeightonater
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!JoeDuffy28
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!JoeDuffy28
 
An outdoor pervasive game for children.
An outdoor pervasive game for children.An outdoor pervasive game for children.
An outdoor pervasive game for children.swaipnew
 
Dc 3 – the escapist
Dc 3 – the escapistDc 3 – the escapist
Dc 3 – the escapistDexter Rullez
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteMindtrek
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CultureFrans Mäyrä
 
COMPISSUES04 - Games
COMPISSUES04 - GamesCOMPISSUES04 - Games
COMPISSUES04 - GamesMichael Heron
 
FMP #2 Proposal Completed
FMP #2 Proposal CompletedFMP #2 Proposal Completed
FMP #2 Proposal CompletedJoeDuffy28
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Steve Vosloo
 
Presentation Ketnet Kick Gaming Community Creativity
Presentation Ketnet Kick Gaming Community CreativityPresentation Ketnet Kick Gaming Community Creativity
Presentation Ketnet Kick Gaming Community CreativityVanLier
 
Pervasive Game Workshop
Pervasive Game WorkshopPervasive Game Workshop
Pervasive Game Workshopfonograph
 
Future Of Play - Keynote MIT 2010 - Sandbox Summit
Future Of Play - Keynote  MIT 2010 - Sandbox SummitFuture Of Play - Keynote  MIT 2010 - Sandbox Summit
Future Of Play - Keynote MIT 2010 - Sandbox Summitfrog
 
Future Of Play (Keynote:MIT:2010:Sandbox Summit)
Future Of Play (Keynote:MIT:2010:Sandbox Summit)Future Of Play (Keynote:MIT:2010:Sandbox Summit)
Future Of Play (Keynote:MIT:2010:Sandbox Summit)Laura Seargeant Richardson
 

Similaire à Pheon: One Game, Two Platforms, Mixed Success (w/NOTES) (20)

Games and Interaction in Museums
Games and Interaction in MuseumsGames and Interaction in Museums
Games and Interaction in Museums
 
Designing a storyboard
Designing a storyboardDesigning a storyboard
Designing a storyboard
 
Game Treatment - Main Game
Game Treatment - Main GameGame Treatment - Main Game
Game Treatment - Main Game
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!
 
FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!FMP #2 Proposal Ya Done Son!!
FMP #2 Proposal Ya Done Son!!
 
An outdoor pervasive game for children.
An outdoor pervasive game for children.An outdoor pervasive game for children.
An outdoor pervasive game for children.
 
Dc 3 – the escapist
Dc 3 – the escapistDc 3 – the escapist
Dc 3 – the escapist
 
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic KeynoteFrans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
Frans Mäyrä - Pokemon GO - Mindtrek 2016 Academic Keynote
 
Pokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of CulturePokémon GO and the Ludification of Culture
Pokémon GO and the Ludification of Culture
 
Weeks 6, 7 Game Design
Weeks 6, 7 Game DesignWeeks 6, 7 Game Design
Weeks 6, 7 Game Design
 
COMPISSUES04 - Games
COMPISSUES04 - GamesCOMPISSUES04 - Games
COMPISSUES04 - Games
 
FMP #2 Proposal Completed
FMP #2 Proposal CompletedFMP #2 Proposal Completed
FMP #2 Proposal Completed
 
Research
ResearchResearch
Research
 
Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008Trip report: Games and Learning Conferences 2008
Trip report: Games and Learning Conferences 2008
 
Learning through play
Learning through playLearning through play
Learning through play
 
Presentation Ketnet Kick Gaming Community Creativity
Presentation Ketnet Kick Gaming Community CreativityPresentation Ketnet Kick Gaming Community Creativity
Presentation Ketnet Kick Gaming Community Creativity
 
Pervasive Game Workshop
Pervasive Game WorkshopPervasive Game Workshop
Pervasive Game Workshop
 
Playing the Capstone
Playing the CapstonePlaying the Capstone
Playing the Capstone
 
Future Of Play - Keynote MIT 2010 - Sandbox Summit
Future Of Play - Keynote  MIT 2010 - Sandbox SummitFuture Of Play - Keynote  MIT 2010 - Sandbox Summit
Future Of Play - Keynote MIT 2010 - Sandbox Summit
 
Future Of Play (Keynote:MIT:2010:Sandbox Summit)
Future Of Play (Keynote:MIT:2010:Sandbox Summit)Future Of Play (Keynote:MIT:2010:Sandbox Summit)
Future Of Play (Keynote:MIT:2010:Sandbox Summit)
 

Plus de Georgina Goodlander

VRA 2014 - Linking the Smithsonian American Art Museum to the Cloud
VRA 2014 - Linking the Smithsonian American Art Museum to the CloudVRA 2014 - Linking the Smithsonian American Art Museum to the Cloud
VRA 2014 - Linking the Smithsonian American Art Museum to the CloudGeorgina Goodlander
 
Web and Social Media at American Art
Web and Social Media at American ArtWeb and Social Media at American Art
Web and Social Media at American ArtGeorgina Goodlander
 
OpenGLAM in museums: Linked Open Data and Wikipedia
OpenGLAM in museums: Linked Open Data and WikipediaOpenGLAM in museums: Linked Open Data and Wikipedia
OpenGLAM in museums: Linked Open Data and WikipediaGeorgina Goodlander
 
Narrative games in museums (Goodlander)
Narrative games in museums (Goodlander)Narrative games in museums (Goodlander)
Narrative games in museums (Goodlander)Georgina Goodlander
 
Sustaining your social media presence
Sustaining your social media presenceSustaining your social media presence
Sustaining your social media presenceGeorgina Goodlander
 
Web & Social Media at American Art
Web & Social Media at American ArtWeb & Social Media at American Art
Web & Social Media at American ArtGeorgina Goodlander
 
Linking American Art to the Cloud
Linking American Art to the CloudLinking American Art to the Cloud
Linking American Art to the CloudGeorgina Goodlander
 
DHWI Linked Open Data - Show and Tell
DHWI Linked Open Data - Show and TellDHWI Linked Open Data - Show and Tell
DHWI Linked Open Data - Show and TellGeorgina Goodlander
 
Web & Social Media @ American Art
Web & Social Media @ American ArtWeb & Social Media @ American Art
Web & Social Media @ American ArtGeorgina Goodlander
 
Zombies Vs. Knaves: Playing Games in Cultural Institutions
Zombies Vs. Knaves: Playing Games in Cultural InstitutionsZombies Vs. Knaves: Playing Games in Cultural Institutions
Zombies Vs. Knaves: Playing Games in Cultural InstitutionsGeorgina Goodlander
 
Alternate Reality Games: Interdisciplinary Designers, Designing Interactions
Alternate Reality Games: Interdisciplinary Designers, Designing InteractionsAlternate Reality Games: Interdisciplinary Designers, Designing Interactions
Alternate Reality Games: Interdisciplinary Designers, Designing InteractionsGeorgina Goodlander
 
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...Georgina Goodlander
 
Interactive Programs at the Luce Foundation Center
Interactive Programs at the Luce Foundation CenterInteractive Programs at the Luce Foundation Center
Interactive Programs at the Luce Foundation CenterGeorgina Goodlander
 
Overview of the Luce Foundation Center
Overview of the Luce Foundation CenterOverview of the Luce Foundation Center
Overview of the Luce Foundation CenterGeorgina Goodlander
 
Overview of the Luce Foundation Center
Overview of the Luce Foundation CenterOverview of the Luce Foundation Center
Overview of the Luce Foundation CenterGeorgina Goodlander
 

Plus de Georgina Goodlander (20)

VRA 2014 - Linking the Smithsonian American Art Museum to the Cloud
VRA 2014 - Linking the Smithsonian American Art Museum to the CloudVRA 2014 - Linking the Smithsonian American Art Museum to the Cloud
VRA 2014 - Linking the Smithsonian American Art Museum to the Cloud
 
Web and Social Media at American Art
Web and Social Media at American ArtWeb and Social Media at American Art
Web and Social Media at American Art
 
Memes and Museums
Memes and MuseumsMemes and Museums
Memes and Museums
 
OpenGLAM in museums: Linked Open Data and Wikipedia
OpenGLAM in museums: Linked Open Data and WikipediaOpenGLAM in museums: Linked Open Data and Wikipedia
OpenGLAM in museums: Linked Open Data and Wikipedia
 
Narrative games in museums (Goodlander)
Narrative games in museums (Goodlander)Narrative games in museums (Goodlander)
Narrative games in museums (Goodlander)
 
Sustaining your social media presence
Sustaining your social media presenceSustaining your social media presence
Sustaining your social media presence
 
Web & Social Media at American Art
Web & Social Media at American ArtWeb & Social Media at American Art
Web & Social Media at American Art
 
OpenGLAM: LOD and American Art
OpenGLAM: LOD and American ArtOpenGLAM: LOD and American Art
OpenGLAM: LOD and American Art
 
NAEA Fabulous Failure
NAEA Fabulous FailureNAEA Fabulous Failure
NAEA Fabulous Failure
 
Linking American Art to the Cloud
Linking American Art to the CloudLinking American Art to the Cloud
Linking American Art to the Cloud
 
DHWI Linked Open Data - Show and Tell
DHWI Linked Open Data - Show and TellDHWI Linked Open Data - Show and Tell
DHWI Linked Open Data - Show and Tell
 
Web & Social Media @ American Art
Web & Social Media @ American ArtWeb & Social Media @ American Art
Web & Social Media @ American Art
 
Zombies Vs. Knaves: Playing Games in Cultural Institutions
Zombies Vs. Knaves: Playing Games in Cultural InstitutionsZombies Vs. Knaves: Playing Games in Cultural Institutions
Zombies Vs. Knaves: Playing Games in Cultural Institutions
 
Alternate Reality Games: Interdisciplinary Designers, Designing Interactions
Alternate Reality Games: Interdisciplinary Designers, Designing InteractionsAlternate Reality Games: Interdisciplinary Designers, Designing Interactions
Alternate Reality Games: Interdisciplinary Designers, Designing Interactions
 
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...
Pheon and Ghosts of a Chance (Alternate Reality Games and 21st Century Litera...
 
Connect, Interact, and PLAY!
Connect, Interact, and PLAY!Connect, Interact, and PLAY!
Connect, Interact, and PLAY!
 
Interactive Programs at the Luce Foundation Center
Interactive Programs at the Luce Foundation CenterInteractive Programs at the Luce Foundation Center
Interactive Programs at the Luce Foundation Center
 
GDC Presentation
GDC PresentationGDC Presentation
GDC Presentation
 
Overview of the Luce Foundation Center
Overview of the Luce Foundation CenterOverview of the Luce Foundation Center
Overview of the Luce Foundation Center
 
Overview of the Luce Foundation Center
Overview of the Luce Foundation CenterOverview of the Luce Foundation Center
Overview of the Luce Foundation Center
 

Dernier

Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenHervé Boutemy
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningLars Bell
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brandgvaughan
 
unit 4 immunoblotting technique complete.pptx
unit 4 immunoblotting technique complete.pptxunit 4 immunoblotting technique complete.pptx
unit 4 immunoblotting technique complete.pptxBkGupta21
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersRaghuram Pandurangan
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Manik S Magar
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxLoriGlavin3
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Mark Simos
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxLoriGlavin3
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embeddingZilliz
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfAddepto
 

Dernier (20)

Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache Maven
 
DSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine TuningDSPy a system for AI to Write Prompts and Do Fine Tuning
DSPy a system for AI to Write Prompts and Do Fine Tuning
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
WordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your BrandWordPress Websites for Engineers: Elevate Your Brand
WordPress Websites for Engineers: Elevate Your Brand
 
unit 4 immunoblotting technique complete.pptx
unit 4 immunoblotting technique complete.pptxunit 4 immunoblotting technique complete.pptx
unit 4 immunoblotting technique complete.pptx
 
Generative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information DevelopersGenerative AI for Technical Writer or Information Developers
Generative AI for Technical Writer or Information Developers
 
Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!Anypoint Exchange: It’s Not Just a Repo!
Anypoint Exchange: It’s Not Just a Repo!
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
 
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
Tampa BSides - Chef's Tour of Microsoft Security Adoption Framework (SAF)
 
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptxThe Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
The Fit for Passkeys for Employee and Consumer Sign-ins: FIDO Paris Seminar.pptx
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
Training state-of-the-art general text embedding
Training state-of-the-art general text embeddingTraining state-of-the-art general text embedding
Training state-of-the-art general text embedding
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
Gen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdfGen AI in Business - Global Trends Report 2024.pdf
Gen AI in Business - Global Trends Report 2024.pdf
 

Pheon: One Game, Two Platforms, Mixed Success (w/NOTES)

  • 1. Hello… The Smithsonian American Art Museum shares a building with the National Portrait Gallery in downtown DC. The museum is home to a large collection of American art, representing more than seven thousand artists from the colonial period to today. 1
  • 2. Background - GOAC In 2008, we ran an Alternate Reality Game called Ghosts of a Chance. An ARG is an interactive story that demands players’ active participation – the story does not continue unless players do something. It takes place in real time and using real world elements (phones, web, email, physical spaces, etc.). We did not have any defined goals at the beginning of this project, nor did we have a clear idea of exactly what it would look like, but we determined the project to be a success because: It attracted a new audience of ARG-players to our online collections, it got teenagers and young adults excited about interacting with museum collections, and it promoted the museum through press and online activity. 2
  • 3. Overview of Pheon In 2010, we launched a new game, Pheon. This was intended to build upon the success of Ghosts of a Chance, and apply everything we learned from running the first game. It ran from October 2010 through October 2011 and took place both online and on site. We did define our goals before developing Pheon, though they were still fairly broad. Our goals were to: Increase familiarity with our collections. Players should leave the game with new knowledge about the types of work we have in our collection. Inspire creativity. Players should physically do something that has a tangible and documented result in order to progress through the game. Connect art with people’s lives: Players should discover connections between the artworks and artists in our collection and their own lives. Promote the American Art Museum: As with “Ghosts of a Chance,” we wanted the game to attract new audiences, primarily on-line, but also in the real world. There were two versions of the game. One version could be played online through a Facebook application. The other was an adaptation of the Facebook game for use in the Museum as a multimedia scavenger hunt. It’s worth noting here that the game was designed for multiple institutions. Different museums would be able to work with the game designers to create content specific to their goals. 3
  • 4. About the Game - Narrative There was a detailed narrative behind Pheon. The game was set in Terra Tectus, a secret world in which two peoples, Staves and Knaves, were at war. Some of the characters were based on real figures from history. The idea was that Terra Tectus needed humans, i.e. players, to help end the war, which they did by completing missions. 4
  • 5. Evaluation We worked with UXR Consulting to do a exploratory summative evaluations of both versions of the game last summer. The online game was evaluated through a web- based survey that went to people who had played the game online, as well as non- players, since we hoped that their responses would provide some insight into why we struggled to attract people to the game. The on site game was evaluated through observations, interviews, and open-ended survey questions. 5
  • 6. First, the Online Game This was the main focus of the game. The online game ran through a Facebook app. Players could sign up, accept different missions, complete them in the real world, then upload photographs or videos to show that they completed the mission and progress through the game. We were very proud of Pheon. We felt that it boasted more sophisticated game design than Ghosts of a Chance. We were happy with our decision to run the online game through Facebook, since we thought that this represented a huge audience of people who wanted to play games. We even received money from a Smithsonian innovation fund… 6
  • 7. Unfortunately, no one played. In 12 months, only 68 people played, and even those people only completed a small part of the game. The evaluation showed us that there were three main reasons why the game failed… 7
  • 8. #1 Narrative PHEON’s story was designed for use across multiple Museum institutions, but unfortunately it was only ever deployed at the American Art Museum. Because of this, the narrative did not connect directly to the Museum. Blurring the lines between reality and fiction is a critical component of an ARG, so we should have created a storyline that connected directly to the real world of the Museum in some way. The Facebook interface detracted from players’ total immersion into the world of Terra Tectus, and the casual, drop-in nature of Facebook use also limited the extent to which players could immerse themselves in the fiction of the game. The narrative was also far too complex, and did not have any obvious connection to player activity – it continued in the same direction regardless of what players did. 8
  • 9. What went wrong? #2 Facebook We found that Facebook was a huge barrier to participation. The overarching sentiment by non-players was that Facebook was not an ideal platform for a game like PHEON due to: they had strong perceptions of what types of games are or should be played on Facebook; they did not use Facebook very often; or they had a general dislike for Facebook. Many people also cited privacy or spam concerns as a reason for not engaging with ANY apps on Facebook. Even for Facebook users that did engage with games, we found that Pheon demanded far too much of them. Casual games like Farmville or Mafia Wars are successful on Facebook because they require only quick bursts of player effort and take only a little time to understand. Pheon asked players to engage with and understand a complex narrative, accept missions, do things in the real world, and then follow up by uploading photographs. 9
  • 10. What went wrong? #3 Marketing In contrast to the people who did not like the idea of an ARG on Facebook, there were several others who found the idea intriguing, but had simply never heard of the game. This points to a potential marketing issue. These are people who were in the target audience - gamers with a Facebook account that they used regularly - but who the advertising channels never reached. We also found that the title, game description, or other components of the game’s branding did not sufficiently convey what the game was about to make people want to play it. 10
  • 11. In contrast, the on-site game was quite successful. Visitors to the Museum competed as either Staves or Knaves. Players then followed clues and completed tasks around the entire museum. The activities were designed to engage people with the artworks and take them around the museum in unconventional ways. Tasks included: finding objects, solving codes, making things, performing, and answering questions. 11
  • 12. We had relatively good participation in this part of the game and the evaluation showed us that players demonstrated 21st century and museum literacy skills as well as overall satisfaction and enjoyment. I’m going to highlight a few examples of the skills demonstrated by players – for full details see the reports. 12
  • 13. Technology literacy: The museum has computer kiosks that provide access to a digital catalogue of artworks. Pheon required players to find and use these early on, which meant that they often returned to them unprompted to search for answers at other parts of the game. Players also showed comfort using cell phones and text messaging in a museum setting, since many parts of the game required them to respond to text messages or make phone calls. 13
  • 14. 21st century skills: Trial and Error Trial and error was the most common form of problem solving engaged in by players, and was most often seen with use of the different technologies in the game. If an initial response returned an error, players would continually think up variations to try until they got it right. 14
  • 15. 21st century skills: Re-reading and re-considering If trial and error did not work, groups would re-read or re-consider the clue, and would often re-trace their steps to the last part of the game. 21st century skills: Team work (division of labor) Pheon was designed to be played in a group, so team work was a common strategy. When they had to find an artwork in a particular gallery, they would often split up in order to search more efficiently. Pheon also involved many different skills – from solving complex codes to creating sculptures from foil, so members of a team would apply their strengths depending on the task at hand. 15
  • 16. 21st century skills: Talking to strangers Talking to strangers in art museums is a rare event. Pheon players were often seen talking to other groups, seeking help on particularly difficult tasks. Players were easy to identify because of their Pheon buttons or disguises. 21st century skills: Group and intergenerational learning PHEON was deliberately designed in a way that working as a group would be more beneficial than working alone. Older individuals would often take a leadership role, but younger members of a group were relied upon to help with the text messages and kiosk use. 16
  • 17. Museum Literacy: Engaging with staff Players talked to anyone that they thought might help when they were stuck! In addition to talking to the museum staff that were running the game, they also engaged with security officers and information desk attendants. The silliness of many of the game tasks helped to remove any intimidation that visitors might feel in asking staff a question. 17
  • 18. Museum Literacy: Connecting with art Connecting with art was a huge part of the game. Players noticed new artworks, engaged with pieces deliberately through the game, connected art to other life experiences, described learning something new, recalled objects and galleries after the fact, and from time to time, let the art overshadow the game play. Many parts of the game required players to study or interact with an artwork. (foil sculpture and sheet music) Everyone we surveyed in the evaluation was able to recall at least one artwork in detail, even several months after they played the game. 18
  • 19. Museum Literacy: Label reading & Terminology This was an easy one. Players often had to read a label in order to answer a question in the game. In many instances, when they didn’t know exactly which artwork they were looking for, they would read every label in the gallery to try and find the answer. The game also taught them elements of museum terminology, including accession numbers, computer kiosks, and gallery names. 19
  • 20. Museum Literacy: Connecting with museum as space & assessing creature comforts Players connected with the museum spaces as well as the artwork. Many people reported that they saw parts of the museum they had not seen before, or they experienced the art museum in a new way. The game involved a great deal of walking and moving between floors, and took around 2 hours to complete. As a result, players learned quickly the location of elevators and benches throughout the museum! 20
  • 21. Spatial Navigation & Orientation Our museum map did not work very well for the game! The map is designed for a regular museum visitor, accessing the museum in a conventional way. Pheon is a vertical game, and players found it very difficult to navigate between the floors. However, many players reported that they enjoyed getting lost during the game, using the experience to see new things which occasionally helped them at future points in the game. 21
  • 22. In Summary… Lessons Learned We should have kept the game simple and focused on the museum and its collection. Not tried to incorporate a complicated narrative We should have been strategic about defining an audience and marketing to them. (Online) we should have researched Facebook as a platform! (On site) we should have created a map that was customized for the game What we know Games can encourage 21st century skills and museum literacy Games can help people be less intimidated about art and museums Games can inspire memorable connections with art But, the platform matters! 22