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Gaming in the crucible of science: Gamifying the Science Center Visit
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (Human - Computer Interaction)ORCID iD: 0000-0003-1998-1964
Uppsala University, Disciplinary Domain of Humanities and Social Sciences, Faculty of Social Sciences, Department of Informatics and Media. (Människa - Dator Interaktion)
Tom Tits Experiment AB.
Tom Tits Experiment AB.
2014 (English)In: Proceedings of the 11th Advances in Computer Entertainment Technology Conference / [ed] Shoichi Hasegawa and Christian Geiger, 2014Conference paper, Published paper (Refereed)
Abstract [en]

Gamification can be done for many purposes. We describean experiment with gamification that, while addressing aninformal learning environment, was not done to directly support learning. In the design of an overarching game experience for a science center, the goals were to support a focused visit, and create incitement for families to engage together. We describe how the science center environment poses multiple challenges for game and interaction design, which differ from ordinary gamification projects. We explain how these were addressed by designing for group interactivity, supporting both open and challenge-based play, and a careful combination of physical and digital interaction.

Place, publisher, year, edition, pages
2014.
Keyword [en]
Science center, gamification, informal learning, tangible interaction
National Category
Human Computer Interaction
Research subject
Human-Computer Interaction
Identifiers
URN: urn:nbn:se:uu:diva-238161DOI: 10.1145/2663806.2663840OAI: oai:DiVA.org:uu-238161DiVA: diva2:770208
Conference
11th Advances in Computer Entertainment Technology Conference (ACE 2014), Funchal, Madeira, Portugal, Nov 11-14 2014
Projects
The Mission
Funder
Vinnova
Available from: 2014-12-10 Created: 2014-12-10 Last updated: 2014-12-11Bibliographically approved

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Waern, AnnikaBergström, Karl

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