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Garrett Eastman

Green Door Labs launches first mobile museum game - Mass High Tech Business News - 0 views

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    "Kellian Adams worked at SCVNGR Inc. for three years in the museum department before striking out on her own in January 2012 to found Green Door Labs Inc. in Cambridge to create location-based educational games. So it's no wonder that her first collaboration was with one of the country's foremost museums - the Metropolitan Museum of Art in New York."
Garrett Eastman

Creation of a Game-Based Digital Layer for Increased Museum Engagement among Digital Na... - 0 views

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    "The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software solution to help them better engage their audience. Our project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. We have created two systems to be implemented in the museum, one to appeal to traditional visitors and one to better engage large groups of students. In the future, these two systems will be tied to an online meta-game to complete our digital layer by bringing the enhanced museum experience home for visitors."
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
Garrett Eastman

A case study of a five-step design thinking process in educational museum game design - 0 views

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    Abstract: "We present a case study in the design of an educational video game about collecting, curating, and museum operations. A five-step cyclic design thinking framework was used by the studio during the design and development of the game, and the team was simultaneously the subject of a rigorous and detailed ethnographic study. Three stages of the game's design evolution are presented through the lens of the design thinking framework. The team's practice-based research is tri- angulated with our empirical data to produce four key findings: (a) that empathy for learning context is critical in aligning designs with learning objectives; (b) that meeting with stakeholders spurs empathy-building; (c) that there is a tension between horizontal and vertical slicing that is revealed by design thinking processes; and (d) that iterative design processes challenge conventions of higher education."
Garrett Eastman

From information consuming to participating: game-design supporting learning experience... - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

Designing Hypercontextualized Games: A Case Study with LieksaMyst - 0 views

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    "Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin (hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors (from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings indicate that quality time, sincere reflection and communication between local experts and potential players, are indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are interested in the ways in which a game can bridge the gap between people and relevant on-site information"
Garrett Eastman

Ars at the Museum: The Art of Video Games at the Smithsonian - 0 views

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    Ars Technica shares highlights from the Art of Video Games exhibit
Garrett Eastman

Smithsonian Exhibit Explores 'The Art of Video Games' (VIDEO) - 0 views

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    Video games have vastly evolved since their introduction nearly 40 years ago. Some, including the Smithsonian American Art Museum, would argue that this creative evolution gives video games the honor of being an art form. From March 16 through September 30, an exhibition titled "The Art of Video Games" will be on view at the museum, Smithsonian Magazine reports.
Garrett Eastman

Part video game, part museum tour - 0 views

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    Giza 3D enables virtual pyramid exploration,
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