museum games and ugc: improving collections through play
DESCRIPTION
Presentation for the UGC4GLAM (user-generated content for galleries, libraries, museums and archives) in Vienna, May 16-17.TRANSCRIPT
Museum Games and UGC: Improving Collections Through PlayMia Ridge, Open University, @mia_out
Overview
• The magic circle (and other definitions)• About MMG (Museum Metadata Games)• Benefits of museum crowdsourcing games• Best practice in crowdsourcing game design
The magic circle (and other definitions...)
‘flow’
Gamification?
“taking the thing that is least essential to games and representing it as the core of the experience”
“a short-term sugar rush of engagement followed by a crash”
“emphasizes the shallow, dumb, non-interesting tasks, and it decreases motivation for interesting tasks that might be intrinsically motivated.”
About ‘Museum Metadata Games’
'difficult' objects:technical, near-duplicate, poorly catalogued or scantily digitised
'toy' model steam engines, Powerhouse Museum
• In evaluation period: 6039 tags (2232 unique tags), average 18 tags per object
• Average time on site over 7 minutes, 6.5 pages per visit
• But - visitors via Facebook averaged 10 minutes and over 8 pages per visit
One Facebook status update asking for players:
180 turns (176 tagging turns, 4 fact turns), 1179 tags and 4 facts about 145 objects
from 26 players in c. 6 hours
Crowdsourcing games work
e.g. correcting OCR for libraries with DigitalKoot, Finland, one month after launch: 'over 2 million individual tasks, totalling 100,000 minutes, or 1,700 hours, of work'
GWAP, 2008: 50 million verified tags
Games are 'participation engines'
Games demolish barriers to participationGames drive on-going participationGames encourage super-taggersGames provide lavish feedback and rewards for effort
Benefits of museum crowdsourcing games
• The magic circle works• You make the rules - design for the data you
need• New forms of engagement with collections• Games encourage informal content that
bridges the ‘semantic gap’
Museum crowdsourcing games are
good at:Mental challenge
Mystery, curiosity, discovery
Novelty (sorta)
Instant gameplay
Epic meaning, blissful productivity
Infinite gameplay
not-so-good at:Mastery - how to teach skills, scaffold the learning experience, provide meaningful feedback?
Flow – needs variable difficulty; balance between boredom and anxiety
Help win the competition for eyeballs (AKA competing for 'participation bandwidth')
Design for instant action, gratificationBuild instructions and requirements into gameplayReward on-going play Don't require registrationValidate procrastination – help people feel good about
playingPolish is vital – 'worthy' isn't good enough
More lessons learned
Design for flow e.g variable levels of difficultyFun is personal - design for a specific player
persona, test with real audiencesQuality of feedback and scoring systems
countsHelp players acquire, test and master new
skills
Ecosystem of games
• Engage a wider range of players• Simple games help clean and test
data for use in other games• Validate and rate specialist content
from complex tasks• Be creative - e.g. crowdsource the
matching of activities to objects
Potential game 'atoms'
•Tagging•Debunking•Recording a personal story•Linking •Stating preferences •Categorising•Creative responses
Dealing with problem data?
Thank you!
Questions?
Mia Ridge@mia_outGames: http://museumgam.es/Blog: http://openobjects.blogspot.com