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A master's thesis from Aalborg University
Book cover


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

Translated title

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

Authors

;

Term

4. term

Education

Publication year

2018

Submitted on

Pages

196

Abstract

Denne afhandling undersøger designprocessen bag et mobilspil til børn, der kan spilles både på Nationalmuseet og online. Projektet fungerer som et casestudie og blev udviklet gennem fem iterationer. Designet blev styret af OA3-rammen med fokus på engagerende spilleroplevelser og suppleret af SGDA-rammen, som retter opmærksomheden mod spillets formål. Selve spillet går ud på, at spillerne finder figurer og genstande i en middelalderby. Derudover blev der udviklet en augmented reality-oplevelse (AR), hvor digitale elementer kobles til museets fysiske rum, for at bygge bro mellem virtuel og fysisk oplevelse. I alt blev fem iterationer evalueret (inklusive det afsluttende eksperiment), og 24 børn i alderen 5-16 år deltog i disse evalueringer. Hver test afdækkede begrænsninger i designet, som blev adresseret i den næste iteration. Et afsluttende eksperiment undersøgte, hvordan lysten til at fortsætte med at spille ændrede sig før, under og efter oplevelsen. Der blev ikke fundet signifikante forskelle mellem de tre tidspunkter, men lysten til at fortsætte steg på tværs af iterationerne. Dette eksperiment blev gennemført på Nationalmuseet med 16 børn i alderen 5-13 år. Under spillet blev spilleradfærd registreret for at undersøge relationen til engagement (hvor involveret spilleren er). Flere interessante sammenhænge blev identificeret og peger på emner for fremtidige studier. Forbindelsen mellem den såkaldte Again-Again table (et begreb fra spildesign) og engagement blev også undersøgt, uden at der blev fundet en sammenhæng. Overordnet set nød deltagerne spiloplevelsen, og afhandlingen peger på, at denne type spil er realistisk at bruge i en museumsramme, og at en iterativ designproces kan være gavnlig.

This thesis examines the design process of a mobile game for children that can be played both on site at the National Museum of Denmark and online. The project is a case study developed through five iterations. The design was guided by the OA3 framework, focusing on engaging player experiences, and supported by the SGDA framework, which addresses the purposeful aspect of the game. The game asks players to locate characters and objects in a medieval town. An augmented reality (AR) experience was also created to bridge the museum’s physical space with the virtual game world. In total, five iterations were evaluated (including the final experiment), with 24 children aged 5-16 taking part across these evaluations. Each test revealed design limitations that informed the next iteration. A final experiment investigated how the desire to keep playing changed before, during, and after the experience. No significant differences were found between these time points, but the desire to continue increased across iterations. This experiment was conducted at the National Museum with 16 children aged 5-13. While participants played, their in-game behavior was recorded to explore links to engagement (how involved players feel). Several interesting relationships were identified and highlighted as directions for future work. The relationship between the so-called Again-Again table (a game design concept) and engagement was also examined, and no association was found. Overall, participants enjoyed the experience, suggesting that such games are feasible in a museum setting and that an iterative design process can be beneficial.

[This abstract was generated with the help of AI]