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Contacts :
Bibliothèque Marie Curie
contact-rd@insa-lyon.fr
Marie-Paule Voïta
Guillemette Trognot
Game design
mangatome@gm...
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Poster anglais du jeu à réalité alternée (ARG) : des joueurs à la Bibliothèque !

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Ce poster présente l'expérience de jeu en réalité alternée réalisée à la BMC en 2013 dans le cadre d'une réflexion menée sur comment communiquer autrement avec les étudiants. Il s'agit de la version anglaise. Il existe également en version française qui sera présentée à l'IFLA 2014

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Poster anglais du jeu à réalité alternée (ARG) : des joueurs à la Bibliothèque !

  1. 1. Contacts : Bibliothèque Marie Curie contact-rd@insa-lyon.fr Marie-Paule Voïta Guillemette Trognot Game design mangatome@gmail.com Tanguy Pouzol Brice Clocher https://fr-fr.facebook.com/ bibliothequeMarieCurie. INSAdeLyon More informations First observations How to put students at the heart of the library? • Austere image of libraries in general > Modernising the library’s image • Lack of services and resources Communicate about offered services • Communication ill-suited to public Create interactive communication with students A game but which one? Initial idea: challenge students where they are: on social networks and student associations. Through student associations (La Mouette), meeting with two former students of INSA . Design of an alternate reality game (ARG): • Fun: Association of the game enjoyment with the organizer: the library. • Interaction and collaboration: Interactive narrative combining fiction and reality. Creating a collaborative community of players. • Innovation: A gamification project never-before-seen in a French University Library. The game Three phases (February 2013 - April 2013) bringing the players at the library - theater of the game: • Creation of an uncertainty context on the campus through meaningful likely but fabricated events: recruiting campaign of a real fake international business, document theft, graffiti, etc. • Making the game visible by offering a series of puzzles featuring the library services: documentary information, catalogs, microfiche reader, library areas use, etc. • At a final evening, students’ experience of the library as the heart of the game. Reappropriation of library space through team-based collaborative play. Feedback • The game generates buzz even if it does not touch as many players as desired. • We are not sure whether the game improved the knowledge of the library services and resources. • The library image has evolved: unexpected projects are possible with it. • The library is well received by its public. • Despite various actions of librarians, students lack critical thinking with respect to the information. THE GAME A SOLUTION TO RENEW THE IMAGE OF LIBRARIES? Conception:INSALyon-juin2014-©C.Morel-bibliothèqueMarieCurieetlesconcepteurs
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    Dec. 12, 2018
  • OdileRichaud

    Jul. 31, 2014

Ce poster présente l'expérience de jeu en réalité alternée réalisée à la BMC en 2013 dans le cadre d'une réflexion menée sur comment communiquer autrement avec les étudiants. Il s'agit de la version anglaise. Il existe également en version française qui sera présentée à l'IFLA 2014

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