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playing in the park:
games in cultural venues
            nina simon, museum 2.0
            nina@museumtwo.com
            @ninaksimon on twitter

            slides at http://balboagame.wik.is
lots of people are gamers.
72% of US heads of household play computer and
video games

96% of youth under 18 play daily

78% of large US companies use games and
simulations in employee training and skill-building

40% of gamers are women

35 is the average age of US game-players
                                statistics from: http://www.slideshare.net/avantgame/epic-win-why-gaming-is-the-future-of-learning
games give people...




mastery of structured skills and challenges
games give people...




feedback & encouragement based on clearly
delineated goals and values
games give people...




                                          http://www.flickr.com/photos/libraryman/2998733732/




social engagement with diverse fellow-players
games give people...




                                     http://www.flickr.com/photos/avantgame/2963344344/




exciting work exploring new and wondrous pursuits
games give people...




                                               http://www.flickr.com/photos/brapke/226101874/




a place to get lost in narrative, art, and action
games give people...
mastery of structured skills and challenges

feedback & encouragement based on clearly
delineated goals and values

social engagement with diverse fellow-players

exciting work exploring new and wondrous pursuits

a place to get lost in narrative, art, and action
how does this relate to a
multi-venue cultural
institution like Balboa Park?
museum games are often limited to the facility
but they can go anywhere.


                    http://www.flickr.com/photos/tallcj/2150280927/
games inspire people to...
pursue repeat and deepening experiences

openly explore new value systems and ways of
thinking

engage deeply in external narratives

enjoy structured exploration of new and foreign
places and connections

connect real life to play spaces and stories
cross-platform experiences
connect places, people, and tools
we all live in a multi-platform world.


  external           venues               social
 events &
                     exhibits        word of mouth
 festivals
                    programs          cellphones
   radio
                                           email
 television          events
                                      photo-sharing
newspaper            website
                                           blogs
online media
                                     social networks
we all live in a multi-platform world.




http://www.flickr.com/photos/deviedev/528153310/   http://www.flickr.com/photos/nathaninsandiego/3465762639/
we all live in a multi-platform world.
          (some people play in it, too)
we all live in a multi-platform world.
          (some people play in it, too)
is this a treasure map? why not?




                       http://www.flickr.com/photos/lemontank/3578792394/
books can be treasure maps
exhibits can be treasure
but sometimes books aren’t enough...
how many platforms make an immersive experience?




                                    http://www.flickr.com/photos/mr_babyman/49893497/
how many platforms make an immersive experience?
stories tie real & imagined spaces
stories tie people to objects
stories tie people to places
stories tie people to ideas
stories tie people to real life
stories are not always necessary,
but worthwhile pursuits are essential
stories are not always necessary,
but worthwhile pursuits are essential
so...
what Balboa Park stories or experiences could form
the basis for a compelling game?

which values and goals should the game support?

how will you provide feedback and social support to
players?

what exciting work can you offer them?

who will be the primary audience, and who else will
the game serve?
is this guy joking around at the park?
                       or is he playing a game?




                                 http://www.flickr.com/photos/thomaslevinson/451943881/

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Game Possibilities for Balboa Park

  • 1. playing in the park: games in cultural venues nina simon, museum 2.0 nina@museumtwo.com @ninaksimon on twitter slides at http://balboagame.wik.is
  • 2. lots of people are gamers. 72% of US heads of household play computer and video games 96% of youth under 18 play daily 78% of large US companies use games and simulations in employee training and skill-building 40% of gamers are women 35 is the average age of US game-players statistics from: http://www.slideshare.net/avantgame/epic-win-why-gaming-is-the-future-of-learning
  • 3. games give people... mastery of structured skills and challenges
  • 4. games give people... feedback & encouragement based on clearly delineated goals and values
  • 5. games give people... http://www.flickr.com/photos/libraryman/2998733732/ social engagement with diverse fellow-players
  • 6. games give people... http://www.flickr.com/photos/avantgame/2963344344/ exciting work exploring new and wondrous pursuits
  • 7. games give people... http://www.flickr.com/photos/brapke/226101874/ a place to get lost in narrative, art, and action
  • 8. games give people... mastery of structured skills and challenges feedback & encouragement based on clearly delineated goals and values social engagement with diverse fellow-players exciting work exploring new and wondrous pursuits a place to get lost in narrative, art, and action
  • 9. how does this relate to a multi-venue cultural institution like Balboa Park?
  • 10. museum games are often limited to the facility
  • 11. but they can go anywhere. http://www.flickr.com/photos/tallcj/2150280927/
  • 12. games inspire people to... pursue repeat and deepening experiences openly explore new value systems and ways of thinking engage deeply in external narratives enjoy structured exploration of new and foreign places and connections connect real life to play spaces and stories
  • 14. we all live in a multi-platform world. external venues social events & exhibits word of mouth festivals programs cellphones radio email television events photo-sharing newspaper website blogs online media social networks
  • 15. we all live in a multi-platform world. http://www.flickr.com/photos/deviedev/528153310/ http://www.flickr.com/photos/nathaninsandiego/3465762639/
  • 16. we all live in a multi-platform world. (some people play in it, too)
  • 17. we all live in a multi-platform world. (some people play in it, too)
  • 18. is this a treasure map? why not? http://www.flickr.com/photos/lemontank/3578792394/
  • 19. books can be treasure maps
  • 20. exhibits can be treasure
  • 21. but sometimes books aren’t enough...
  • 22. how many platforms make an immersive experience? http://www.flickr.com/photos/mr_babyman/49893497/
  • 23. how many platforms make an immersive experience?
  • 24. stories tie real & imagined spaces
  • 25. stories tie people to objects
  • 26. stories tie people to places
  • 27. stories tie people to ideas
  • 28. stories tie people to real life
  • 29. stories are not always necessary, but worthwhile pursuits are essential
  • 30. stories are not always necessary, but worthwhile pursuits are essential
  • 31. so... what Balboa Park stories or experiences could form the basis for a compelling game? which values and goals should the game support? how will you provide feedback and social support to players? what exciting work can you offer them? who will be the primary audience, and who else will the game serve?
  • 32. is this guy joking around at the park? or is he playing a game? http://www.flickr.com/photos/thomaslevinson/451943881/