A pervasive persuasive game, PH.A.N.T.O.M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the game in the wild and investigate the persuasive nature of it.
This paper discusses the problem of assessing shared value from collaborative design research projects through the lens of evolving digital literacy. Through mapping a seven-year co-design case study, based on multiple collaborative design research interventions in the same organisational practice at the Danish aqua zoo 'The North Sea Oceanarium'. The development of contextual literacy is identified as an important dimension when discussing co-design, but also an issue in which the stakeholders rarely will reach equal literacy. However, we argue this gap is not a fault of co-design, but rather an indicator of a gradual mutual increase in innovative capacity among project stakeholders. We argue that the gaps in digital literacy, which may initially be seen as an inhibitor, might evolve to one of the strongest value propositions of collaborative design research projects within the broader area of interest; design of digital media systems.
To date, the scholarship on transmedia storytelling has focused on analyzing existing properties or on establishing holistic approaches to the craft itself. Missing from the scholarship are deep considerations of the individual mechanics at work during the telling of a story across multiple media platforms. We examine state-of-the-art transmedia properties to identify how audience motivations are engineered to ensure that the audience transitions from one media platform to another. Complicated story transitions, or “bridges,” are an effect of the increased complexity of transmedia franchises, challenging the traditional monocentric “tentpole approach” with a broader polycentric approach. With a polycentric model, the complexity is managed not through tie-ins to one tentpole but as a mix of what are labeled here as storylines, storyworlds, and character bridges with varying levels of complexities in their relation to the traditional tentpole medium.
Abstract:The area of interest is transmedia experiences in exhibitions. The research question is: How to involve visitors in a transmedia experience for an existing exhibition, which bridges the pre-, during-and post-experience?Research through design, and action research are the methods used to design and reflect on a transmedia experience for an existing exhibition. This is framed with literature about exhibitions and transmedia, and analyzed with quantitative data from a case-study of visitors in the exhibition; this is organizationally contextualized.The contribution covers a significant gap in the scientific field of designing transmedia experience in an exhibition context that links the pre-and post-activities to the actual visit (during-activities). The result of this study is a preliminary heuristic for establishing a relation between the platform and content complexity in transmedia exhibitions.
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