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Pascal Nataf & Kim Berthiaume - Opportunities and Challenges for Creating a Transmedia Musuem Experience

Pascal Nataf, CEO, Affordance Studio Kim Berthiaume, Creative Director, Affordance Studio This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School. Making a game for a museum is both challenging and invigorating. In 2015, the Montreal Science Centre decided to create a video game to enhance its upcoming exposition on the human body. This talk will present the case study of Morbus Delirium, a transmedia experience in which the users must cure an infectious disease.

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Pascal Nataf & Kim Berthiaume - Opportunities and Challenges for Creating a Transmedia Musuem Experience

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Presentation Transcript


  1. & Transmedia Experience

  2. 1- Project description 2- “4” challenges encountered & solutions 3- Take away 4- Other interactive museum experiences from around the world

  3. 1- Missing Storytelling 2- No scaffolding information 3- No take away 4- No follow-up/personal profile

  4. Montreal, Canada.

  5. Keep track of user’s data Take away – Building Experiences Incentive to go visit the Montreal Science Center Accessible for everyone

  6. For each expert, their knowledge and experience is the most important.

  7. , making a , pathogens, , Genomics transhumanism, PUBLIC HEALTH actions, contagion, difference between , History of and on Pandemics, biohacking, etc.

  8. Making sure everyone has a common approach and vocabulary

  9. • Empowering non-game designer with game design thinking • Maintaining one vision • Selecting key elements / key concepts • Scaffolding • Choose appropriate game mechanics & dynamics

  10. Clear vision of the game for everyone 3 core scientific concepts

  11. We often forget the most important person in the development of a game : the user

  12. Playtesting

  13. Aesthetics preferences Understanding of scientific concepts Filtering concepts Collaborative Design

  14. Bridging a digital game and a physical exhibit to create an integrated experience for everyone

  15. Time for an exhibit: 40-55 minutes Time spent in one place: 40-90 seconds

  16. iBeacon Accessible for all devices

  17. Social & Sharable experiences Holograms

  18. Developing a good marketing strategy

  19. Partnership with the Marketing Department Collaborative Strategies Creating a “hype” around the project

  20. Find strategic partners

  21. 1- Museums must change 2- Better storytelling, intelligent integration of technology 3- Follow-up 4- Integrated solutions

  22. 1- Bring together all stakeholders to understand the core vision of the project 2- Users are at the core of the project 3- Accessible and elegant technology solutions (non-invasive, user friendly) 4- Sharable user experience built in emotions & fun 5- Well-thought out marketing strategy from the onset

  23. Washington, D.C, USA.

  24. Aurich, Germany.

  25. Antwerpen, Belgium.

  26. Athina, Greece.

  27. Thank you!

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