Today, AMT Lab is taking a look back on our content about technology and the arts’ roles in education, gamification, and public policy.
Top 10 Takeaways: SXSW
AMT Lab staff Victoria and Lynn got the chance to go to the annual South by Southwest (SXSW) conference that took place from March 11 to March 20, 2022, which focuses on the intersection of tech, film and music. The pair got to experience it up close and personal, and have put together a list of their top ten takeaways for the future of tech in film and music.
Implementing Gamification for Museum Engagement
The pandemic changed the art ecosystem, including the use of gamification in museums. With gamification, the museum experience expands beyond the memory of looking at art or artifacts to the feelings of enjoyment that a game or activity evokes. This articles looks at examples of gamification in museums from around the world, including both low-tech and completely online experiences.
Considerations for Gamifying Education
Educators who are interested in implementing gamification into their lessons should consider their goal and learning style of their students. This article details three important factors to consider when planning a gamified learning experience: motivation, generational differences, and design. The article also includes examples of applications that use gamification in music learning that can be applied by arts managers.
Build Interactivity into Public Art: Technology Interventions
One key element that differs public art from art produced for display in museums and galleries is that public art is often site-specific. It is critical to make public art more reflective of the place and community in which it resides through interactive and participatory approaches. How can technology contribute to the systems and interventions designed to drive public engagement?
Gamification in Arts Education
Recently, arts organizations have also sought to gamify different aspects of their institutions to engage visitors, increase fundraising, or improve marketing objectives. Although many industries—like the arts—are developing gamification concepts, many are not applying them in the most effective way. For educational programs to effectively gamify the learning experience they must understand gamification and all its parts.
Understanding Gamification For the Arts
News Roundup: User Experience
CREATE Lab: Creating Social Impact Through Empowering Communities
CREATE Lab creates multi-disciplinary learning experiences that allow communities to become technologically fluent. CREATE Lab’s novel combinations of visual arts and technologies provide a wealth of new potential tools to arts administrators and their organization. This article will introduce a few of the exciting projects that CREATE Lab is already testing in the Pittsburgh community, as well as access points for administrators and educators who are interested in implementing them.
Gamification in the Arts part 4: Gamification for Marketing
In past articles we tackled analysis of gamification as a tool for arts organizations as well as some methodology about how to design a game or game elements. This post will relate to how gamification can be used as a tool for marketing efforts. Gamification can be message, channel, and even marketing education. A game can be a marketing channel of its own for your organization or it can reside within a number of other channels.
What Can We Learn? Part 1: The Nature Conservancy
In the arts, it's only natural to look to peer organizations in our field for gathering new ideas and benchmarking our success. However, there are countless technology and engagement lessons we can learn from institutions unrelated to the not-for-profit arts sector. Over the next few weeks, we'll be looking at creative web engagement strategies used by such institutions that can serve as inspiration for the arts industry.
Gamification in the Arts, Part 3: Game Design
Game design is, unfortunately, something that not many people are skilled at. The chances of being able to find and hire an experienced game designer in your area is slim. This leaves two options: consultants, or the process of educated trial and error. The iterative process: create a game, try it out, go back to the drawing board and improve it, try again. Almost anyone can ultimately find success in designing a game layer for use with a marketing, development, or educational effort
Gamification in the Arts, Part 2: What games fit what demographics?
"Video games sit at the confluence of history, technology, and art in such a way that's found in no other medium a place where influences from every creative field meet, mix, and recombine." -Daniel D. Snyder, The Atlantic. When most people conjure the image of a gamer they generally think of the past: a nerdy 18-25 year old male, probably white. The face of gaming has changed significantly over the last twelve years and now both men and women, young and old, and people of all races are engaged in games on a regular basis. Simply put, almost every conceivable group of people is now engaged in gaming, just not all groups are engaged in all types of gaming.
According to a report put out in 2012 by the Entertainment Software Association, the average American households have at least one dedicated gaming consul, PC, or smartphone and 49% of US households have an average of two. Roughly a third of game players in the US are over the age of 36, one third are between the ages of 19 and 35, and the remaining third are 18 and under (meaning that two thirds of gamers in the US are adults and that the average age of a game player in the US is 30!) Also, gender wise game players are now split evenly with 47% of all electronic gamers being women.
"What we are seeing in games is art at a world class stage design that is almost unmatched anywhere else. It has been very exciting to me to see so many ideas that integrate social good and efforts to make the world a better place through games." -Al Gore, former Vice President of the United States
The way in which people are engaging with games is changing. Console gaming (Microsoft X-Box, Sony Playstation, and Nintendo Wii) has been on the decline over the last couple of years while social media gaming and mobile device gaming has been on the increase. Similarly board gaming has also been on the rise (according to the 2011 US Census section on Arts, Recreation, and Travel) for the last twelve years with the explosion of number and quality of titles and has drawn increasing numbers of 'board game geeks' who wish to connect with people in person in the face of an increasingly electronic world.
So who plays games? What games do they play? Electronic gaming wise, women tend to skew towards games like The Sims (which is the "World's Biggest-Selling Simulation Series", and "Best Selling PC Game of All Time"), dance and fitness games, and social media gaming. Men tend towards first person shooters, strategy games, and sports games. Both men and women tend to engage in role playing games in roughly equal numbers. In the board gaming world less information is out there about consumption and engagement but it can be assumed, somewhat safely, that similar propensities exist throughout different platforms.
How can the arts harness this? As arts groups such as The Tate, The Royal Opera, Jacob's Pillow, and other groups explore game like content and applications they can use this data to fine target the apps they create towards market segments. As an industry, any arts group can use a game dynamic in order to drive deeper engagement in marketing or development. Activities such as the Glass Hunt on the Oregon Coast have proven successful at driving interest in art through a game layer, in this case, a scavenger hunt. Other groups such as 2am theatre have used applications such as scavengr to drive similar efforts in a combined physical and electronic fashion. In the arts, a typical marketing campaign has a one way thrust: "buy tickets, come see our show". With games, can be enticed to have longer involvement time-frames and be induced to repeat engagement.
Has your organization explored the possibility of using a game dynamic? Was it through social media, an app, or through an old school scavenger hunt? What did you find successful? What were your challenges? This series will continue in two more weeks with an exploration of how to approach game design, test games, and implement them. If you have questions regarding this topic or any others please ask them in the comments section!
Gamification in the Arts, Part 1: Assessing your organization and patrons
In the next two months a multi-part series will be published on this blog outlining how to assess, develop, implement, refine, and measure gamification as a potential tool for your arts organization. This first round of tools will allow you to better discern whether your organization is ready for the project, and if patrons would engage with a game project.
All You Need Is #TechLove
Valentine's Day might have been invented by greeting card companies, but we don't mind! We've compiled a list of our favorite apps and even got some of our followers to chime in. We got all sorts of suggestions from Twitter from our friends using #techlove. Here's the technology we'd like to send some valentines to:
This Exquisite Forest: A Collaborative Project from Google Chrome and London's Tate Modern
Perhaps you played the French Surrealist game, ‘The Exquisite Corpse,’ in grammar school using the week’s vocabulary words or at a sleepover, where someone inevitably managed to take the game in an inappropriate direction (wasn’t me, I swear). If you do not recognize the creative exercise by its proper name, you will by its concept: a person begins a sentence or drawing on a piece of paper, covers their creation, passes the paper to the following person, and so the game continues until all participants have contributed. The final ‘masterpiece’ is often a comical, nonsensical, and potentially inappropriate, Dadaist anti-creation.
In July, Google’s Creative Lab teamed up with London’s Tate Modern Museum and launched the online collaborative project, “This Exquisite Forest.” Borrowing the game’s concept from the Surrealists, “This Exquisite Forest” enables users to draw or animate their own short animations (using Google Chrome browser) based on the initial “seeds” created by the artists Miroslaw Balka, Olafur Eliasson, Dryden Goodwin, Ragib Shaw, Julian Opie, Mark Titchner, Bill Woodrow, and Film4.0’s animators. One difference between the Surrealist’s version of the game and this project is the fact that online participants will have access to what was contributed before their own addition (as opposed to the Surrealist game where each participant's contribution is covered before moving on).
[embed]http://www.youtube.com/watch?feature=player_embedded&v=nnhJ1841K-8[/embed]
As users add their own animations and visual narratives using a web-based drawing tool, “the videos dynamically branch out and evolve, forming multiple new visuals.” From this idea- of initial videos or “seeds” planted by Tate’s artists- and the additional sequences branching out to create trees, this collaborative online project was coined “This Exquisite Forest.”
The project exists both in the digital realm and in the physical world. Large-scale projections of the best of the online contributions are displayed in the Level 3 gallery of the Tate Modern. In-house visitors have the opportunity to view the animations and contribute their own additions using digital drawing stations in the gallery.
“This Exquisite Forest” does three things expertly:
1) Allows museum-goers and web-users to become creators and curators, not just passive consumers of art
2) Provides a forum for the global, online community to collaborate creatively
3) Markets Google’s web browser Chrome, Google App Engine, and Google Cloud Storage
The physical installation at the Tate will run until January 2013 (approximately).
Gaming or gamification: a tool for the arts
According to surveys done by Comscore, gaming online, on smart phones, and among women has been growing for years. Likewise the number and quality of board games has exploded in the last twelve or so years. The upshot of these phenomena is a clear indication that gaming and gaming culture is on the rise globally and all indications are that slow and steady growth will continue to happen in this sector. But how do the arts harness this phenomena? Game dynamics can be used to attract attention, deepen interaction, and retain interest. Games of course have always held interest in technology and examination of game mechanics regularly shows up on Tech literature. Beyond the tech world gamification has also become a subject of interest in the corporate world in general. Gaming and gamification holds promise for the arts. Applications include game dynamics on websites to bringing game mechanics to your marketing or development efforts.
Roughly speaking game mechanics fall into a number of broader categories and smaller subcategories of stimuli and response mechanisms:
- Achievement: points, levels, rewards, recognition, and gifts.
- Competition: leader boards, envy, varying challenge from human interaction, and the human competitive instinct.
- Cooperation: altruism, social fabric, communal discover, commerce, and teamwork.
- Ownership: building something that is yours, loyalty, self-expression, and loss avoidance.
Before embarking on gaming or gamification it is wise to consider your brand, your audience, and your goals. In order to motivate specific behaviors the right combination of mechanics and dynamics need to be in place and these can vary from audience to audience. Indeed, high powered consultants at high powered firms can be hired to help with gamification but this isn't always necessary. A simple, well planned addition of gamification can increase time spent on a website by two or three fold. For instance, if a customer answers three questions correctly about your organization's history they get a 5% discount on their current purchase. Will everyone participate? Probably not, but it will deepen the experience for a number of people and potentially deepen their understanding and commitment to your organization.