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Everybody likes a Good Game!
Play is an essential component of all
human culture. The chances are that
you enjoy playing something –
whether it’s Angry Birds or a round of
charades at Christmas
Johan Huizinga, Homo Ludens, 1938
But what makes a Game a
Good Game?
A Good Game ...
is Fun and Engaging
Give the players something to do (active)
“... It felt like the museum was
meant to be fun and interactive”
Provide a sense of community
Keep visitors engaged
is Well Done
Gamers won't seek out or recommend your game based on its learning
outcomes (Crowded market)
Take inspiration from other games, like Once Upon a Time (see Dyrham)
and Magic 8 Ball (see Tate)
Games poorly made do not sell! (see ET The Extra Terrestrial, Atari ‘82)
A game that ‘look like a game’
is Educative
Note: 'Learning' IS NOT limited, e.g. can include a
change of attitude or feeling, can stimulate debate
What you play could probably read in a
book ... but when you are actually being
put in that situation, you understand it
completely immediately and ... learn
is Easy to Play
Easy enough to understand how to play right away!
No need of training
A game has rules
The game should be grounded and
well structured
Leaves Freedom
Different visitors, different levels of involvement
Players should not feel that they have to commit to everything
Players have choices, e.g. do something physically or just follow
a mysterious narrative
Participants should be able to
take decisions
GamePlay
is Challenging
Not too easy!
Not too complicate!
Collaborative Vs.
Competitive
(Fun) Competitive
is Well Communicated
Facilitate communication within the
group (smooth development)
Get everybody support (developers,
museum staff, educators, etc)
is Well Distributed
Online
Support distribution to attract new
audience/return audience
Consider official game portals,
e.g. Kongregate and Newgrounds
Provide an informal and relaxing
setting to stimulate creativity
It is not tied to one physical
location
Onsite
is Tested ...
Gamers Visitors Staff
Tour your institution with
game designers
Get feedbacks about
Gameplay
Solve gameplay tweaks
Pre-tests (pilots)
Improve game
Involve Visitors
Motivate Visitors
Check errors with the
content, especially from
curators and scientists
Support and legitimizes
the game
is Evaluated
Online comments
Questionnaires
Google statistics
Focus Groups
Why?How?
Update the game
Support development
of other games
Understand what
makes a Good Game!
Has a Cool Name!
Select an unusual name for your
game, like “Ghosts of a Chance”
and “High Tea”
So … what is a Good Game?
Few References ...
Georgina Bath Goodlander (2009) Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art
Museum is Letting Game Players Redefine the Rules. Smithsonian American Art Museum, USA. Museums and the Web
2009
Martha Henson and Danny Birchall (2011) Gaming the museum. Wellcome Collection, United Kingdom. Museums and the
Web 2011
Danks, M., Goodchild, M., Rodriguez Echavarria, K., Arnold, D., and Griffiths, R. Interactive storytelling and gaming
environments for museums: the interactive storytelling exhibition project. 2007.
Sanders, E.B.-N., Brandt, E., and Binder, T. A framework for organizing the tools and techniques of participatory design.
Proceedings of the 11th Biennial Participatory Design Conference on - PDC ’10, ACM Press (2010).
The End.
Daniela De Angeli
dada21@bath.ac.uk
danieladeangeli.com

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What is a good game?

  • 1. Everybody likes a Good Game! Play is an essential component of all human culture. The chances are that you enjoy playing something – whether it’s Angry Birds or a round of charades at Christmas Johan Huizinga, Homo Ludens, 1938
  • 2. But what makes a Game a Good Game? A Good Game ...
  • 3. is Fun and Engaging Give the players something to do (active) “... It felt like the museum was meant to be fun and interactive” Provide a sense of community Keep visitors engaged
  • 4. is Well Done Gamers won't seek out or recommend your game based on its learning outcomes (Crowded market) Take inspiration from other games, like Once Upon a Time (see Dyrham) and Magic 8 Ball (see Tate) Games poorly made do not sell! (see ET The Extra Terrestrial, Atari ‘82) A game that ‘look like a game’
  • 5. is Educative Note: 'Learning' IS NOT limited, e.g. can include a change of attitude or feeling, can stimulate debate What you play could probably read in a book ... but when you are actually being put in that situation, you understand it completely immediately and ... learn
  • 6. is Easy to Play Easy enough to understand how to play right away! No need of training A game has rules The game should be grounded and well structured
  • 7. Leaves Freedom Different visitors, different levels of involvement Players should not feel that they have to commit to everything Players have choices, e.g. do something physically or just follow a mysterious narrative Participants should be able to take decisions
  • 9. is Challenging Not too easy! Not too complicate! Collaborative Vs. Competitive (Fun) Competitive
  • 10. is Well Communicated Facilitate communication within the group (smooth development) Get everybody support (developers, museum staff, educators, etc)
  • 11. is Well Distributed Online Support distribution to attract new audience/return audience Consider official game portals, e.g. Kongregate and Newgrounds Provide an informal and relaxing setting to stimulate creativity It is not tied to one physical location Onsite
  • 12. is Tested ... Gamers Visitors Staff Tour your institution with game designers Get feedbacks about Gameplay Solve gameplay tweaks Pre-tests (pilots) Improve game Involve Visitors Motivate Visitors Check errors with the content, especially from curators and scientists Support and legitimizes the game
  • 13. is Evaluated Online comments Questionnaires Google statistics Focus Groups Why?How? Update the game Support development of other games Understand what makes a Good Game!
  • 14. Has a Cool Name! Select an unusual name for your game, like “Ghosts of a Chance” and “High Tea”
  • 15. So … what is a Good Game?
  • 16. Few References ... Georgina Bath Goodlander (2009) Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is Letting Game Players Redefine the Rules. Smithsonian American Art Museum, USA. Museums and the Web 2009 Martha Henson and Danny Birchall (2011) Gaming the museum. Wellcome Collection, United Kingdom. Museums and the Web 2011 Danks, M., Goodchild, M., Rodriguez Echavarria, K., Arnold, D., and Griffiths, R. Interactive storytelling and gaming environments for museums: the interactive storytelling exhibition project. 2007. Sanders, E.B.-N., Brandt, E., and Binder, T. A framework for organizing the tools and techniques of participatory design. Proceedings of the 11th Biennial Participatory Design Conference on - PDC ’10, ACM Press (2010).
  • 17. The End. Daniela De Angeli dada21@bath.ac.uk danieladeangeli.com