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A master thesis from Aalborg University

A game for the National Museum - A case study into the design and evaluation of a mobile museum game for children: A case study into the design and evaluation of a mobile museum game for children

[Et spil til National Museet - Et case studie i design og evaluering af et museums mobilspil til børn: Et case studie i design og evaluering af et museums mobilspil til børn]

Author(s)

Term

4. term

Education

Publication year

2018

Submitted on

2018-05-31

Pages

196 pages

Abstract

This thesis presents an investigation into the design process of an on site and online mobile game for children as a case study with the National Museum of Denmark. Through five iterations, the design of the game was refined using the OA3 framework based on the field of engaging player experiences. The SGDA framework was used as a secondary design framework focusing on the purposive aspect of the game experience. The game experience consisted of a mobile game in which the players have to locate characters and object in a medieval town. In addition, an augmented reality experience was developed in order to bridge the virtual and physical space of the museum. In total five iterations of the design were evaluated (including the final experiment). In total 24 children in the age group of 5 to 16 participated in the evaluations. Each test provided knowledge in regards to the limitations of the design and based on the feedback the design was iterated. The experimental test sought to investigate how the desire to continue playing the game experience was affected across three levels: pre, during and post experience. No significant difference was found between the levels, but the desire to continue increased through the iterations. The test was conducted at the National Museum of Denmark and 16 children in the age group of 5 to 13 participated. While participants played the game experience, measures of their player behaviour was recorded, in order to investigate their relation to engagement. Several interesting relationships were found and will be the focus for future studies. The Again-Again table and its relation to the player experience concept of engagement was investigated and no association was found. Overall the participants enjoyed the game experience and this thesis shows that such games are viable in a museum setting and that the iterative design process can be beneficial to games at museums.

This thesis presents an investigation into the design process of an on site and online mobile game for children as a case study with the National Museum of Denmark. Through five iterations, the design of the game was refined using the OA3 framework based on the field of engaging player experiences. The SGDA framework was used as a secondary design framework focusing on the purposive aspect of the game experience. The game experience consisted of a mobile game in which the players have to locate characters and object in a medieval town. In addition, an augmented reality experience was developed in order to bridge the virtual and physical space of the museum. In total five iterations of the design were evaluated (including the final experiment). In total 24 children in the age group of 5 to 16 participated in the evaluations. Each test provided knowledge in regards to the limitations of the design and based on the feedback the design was iterated. The experimental test sought to investigate how the desire to continue playing the game experience was affected across three levels: pre, during and post experience. No significant difference was found between the levels, but the desire to continue increased through the iterations. The test was conducted at the National Museum of Denmark and 16 children in the age group of 5 to 13 participated. While participants played the game experience, measures of their player behaviour was recorded, in order to investigate their relation to engagement. Several interesting relationships were found and will be the focus for future studies. The Again-Again table and its relation to the player experience concept of engagement was investigated and no association was found. Overall the participants enjoyed the game experience and this thesis shows that such games are viable in a museum setting and that the iterative design process can be beneficial to games at museums.

Keywords

Documents


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