serious games association - museum games presentation by james collins (smithsonian)

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@JamesCollinsJr learning.si.edu

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@JamesCollinsJrlearning.si.edu

Who?Audience

Where?Learning Environment

How?Player Motivation

Why?Learning Outcomes

Who?Audience

Trend: Children and millennials

Assumption: Games only appeal to those < 35

Reality: False, 39% of gamers are 36+*

*Essential Facts, ESA (2014)

Image: http://scottishgames.net/2014/10/24/games-meets-textiles-out-now-strawberry-thief/

Where?Learning Environment

Trend: In gallery or in schools

Assumption: People only play edu games when required

Reality: Partially true, but don’t underestimate home environments.

51% of US households own a console.*

*Essential Facts, ESA (2014)

Image: https://www.youtube.com/watch?v=axSxOZ2pVBY

How?Player Motivation

Trend: Gamification

Assumption: Points/levels/scores drive participation

Reality: False, intrinsic motivation drivesinterest, fun, and learning.*

*Check out motivation research at create.nyu.edu

Image: http://www.timeout.com/london/kids/against-captains-orders-a-journey-into-the-uncharted

Why?Learning Outcomes

Trend: Standards alignment

Assumption: Game must be aligned to CCSS

Reality: Depends on environment/program/org goals/etc.

Image: http://www.fablevisionstudios.com/ripped-apart/

Museum games are an underdeveloped medium.

We need:More experimentationMore collaborations

More dataMore story

Image: http://prostheticknowledge.tumblr.com/post/117873450421/the-night-cafe-vr-experience-by-mac-cauley

MORE EXPERIMENTATION

Valiant Hearts (2014)

MORE COLLABORATIONS

Image: http://scopicdrive.com/?tag=playnomics

MORE DATA

MORE STORY

“The Stories We Tell”Wednesday, July 22nd

11:30 AM, Serious Play Conference

@JamesCollinsJr

Continue the conversation on Twitter:#musegames @SeriousPlayConf