Ben Ward - Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game
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Transcript of Ben Ward - Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game
Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game
Ben WardInstructional DesignerInformation Technology Center
The Horizon Report 2014
“The gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners.”
What is an ARG exactly?
An ARG is “An interactive drama played out online and in real-world spaces, taking place over several weeks or months, in which dozens, hundreds, or thousands of players come together online, form collaborative social networks, and work together to solve a mystery or problem”
-Jane McGonigal
The Lost Book
The Library Alternate Reality Game
The Lost Book Narrative
“I tell her about a book I lost. Well, not really lost, more like forgot. In fact I am not really sure it was a book at all, but rather the memory of a story…”
The Path
Trekking through the stacksSidewalk chalkPull tabsCards
The Path
The Path
The Book
The Book
The Endgame
The Endgame
Now I’ve shared my secret with youNow that I’ve shared it, it’s your secret tooGrab a book and join us as we read the greatsIn a Great Room where the seeds of more stories await
So, who played?• Lost Book Site Stats• Visits: 197• Unique Visitors: 156• Pageviews: 596• Pages / Visit: 3.03• Avg. Visit Duration: 00:03:04• New Visits: 79.19%• Return Visitor Rate: 22%• After game ended on 11/2: 18 unique,
21 visits total, 35 seconds• LibGuide stats: • Day 1: 39 views• Day 2: 26 views• Day 3: 12 views• Day 4: 55 views
Of the players who reached the endgame, 80% were female.
Ready Player One
Transmedia Storytelling
Ready Player One – The Book
Ready Player One – The Game
Scoreboard
Attendance Experiences
Puzzle Challenges
Cross Curriculum Projects
Cooperative/Collaborative Events
Direct Book Tie-Ins
Design Goals
• Safe for everyone• Fun, fun, fun!• Increased student involvement• Shared educational opportunities• Student contributions to the game
Game Mechanics
• Achievements and Experience points• Communal Discovery• PsychoSocial Moratorium Principle• Ownership• Cross-Disciple Problem Solving• Countdown• Appointment Dynamic• Chain Schedules• Story Archeology
The Game
The Designers
Joelle
Dan
Ben
Nathan
Transmedia Storytelling
The Numbers
50+Real-world events
10,000+Views of K-State Libraries’
“Anorak’s Almanac”
5Sponsored
surveys
320+Puzzles, riddles, codes,
and trivia challenges
500+Posts to Twitter, Tumblr,
and K-State email
20Challenges linked to
Student Services
1Player-generated
Reddit page
197Game challenges
509Active participants
50+Geocache sites
1Player-generated
Facebook account
The Numbers
Countless Opportunities For a diverse group of players to meet and get to know each other
Our Top Players
• Majors ranging from Architectural Engineering to Fish, Wildlife, and Conservation
• Included undergraduate students, graduate students, and K-State faculty/staff
• 50% of the players were women• 45% of the players were first-year students
“As a freshman, it gave me a group of friends right off the bat. Being more connected to other students made me feel more connected to the school itself.”
“I think that I was mainly surprised more by the attitudes of the players. Everyone was competitive, but at the same time a real sense of camaraderie developed and we all helped each other out whenever possible instead of everyone being out for only their own gain.”
“I really enjoyed the puzzles, and especially seeing the ‘mystery eggs’ scattered around campus. It felt like being party to a ‘big secret,’ and makes you feel special (in a positive way) for understanding it's purpose. I also felt like I was part of the community by participating.”
Countless Thanks to
• Our sponsors• Our contributors• Our supporters• And most importantly…
Our
Players!
Mapping the Ghost Map