The%20Gaming%20of%20Policy%20and%20the%20Politics%20of%20Gaming. House Of Cards at Kensington Palace. House of Cards explores the history of the House of Stuart and House of Hanover in Kensington Palace as a playful, interactive experience, contrasting the splendour of the court’s public face with the secret intrigues and hidden intimacies of the Royals’ private lives.
Coney was invited to create a radical new interpretation of the stories of Kensington Palace that would give the audience new ways to connect to the people and stories that populated the palace at the height of its glamour and power. Coney worked with a team of writers, designers, lighting and sound designers, artists and actors to create an interactive installation that audiences could explore and discover. Latest House of Cards in the Queen’s Apartments ran until June 2014. The performance and choose-your-own-adventure story in the King’s Apartments was extended until September 2013 and closed to make way for palace renovations.
Credits. Dr Paul Mulholland. Untitled. Dr Paul Mulholland. Interactive Storytelling. ComforTable. ComforTable. MuseUs. Mortara 12664. Chp%253A10.1007%252F978 3 642 41650 7 21. Chp%253A10.1007%252F978 3 642 41650 7 21. The Introduction of Computer and Video Games in Museums – Experiences and Possibilities. Computers and other digital devices have been used for gaming since the 1940s.
However, the growth in popularity of commercial videogames has only recently been witnessed in museums. This paper creates an overview of how digital gaming devices have been introduced in museum exhibitions over the last fifteen years. The following discussion will give examples of exhibitions from different countries and provide answers to the following questions: Can digital games and gaming devices be used as promotional gimmicks for attracting new audiences to museums? How can mainframe computers be taken into account in digital game related exhibitions? How has the difference between cultural-historical and art museum contexts affected the methods for introducing digital games? Keywords. PheonEvaluation Facebook. GhostsofaChance Report2.
MOERG: Games & Social Networks in Education. Moseley, A. (2014) "Skeletons in the right closet: using simple contextual games to create authentic learning environments".
Counterplay 2014, Aarhus, Denmark, 3-4 April 2014. Moseley, A. (2014) "A Playful Problem: Online Core Skills Games for the Humanities". International Higher Education Teaching & Learning Conference (HETL) 2014, Anchorage, Alaska, USA, 31st May - 2nd June 2014. Moseley, A. (2013) "Curate-a-fact: a museum game for conference networking". A game session at the UK Museums and the Web conference 2013, Tate Museum, London, 15th November 2013. Moseley, A. & Whitton, N. (2013) "Roll Up! Page, R., Parry, R. & Moseley, A. (2013): "The Creative Charette: Enabling Collaboration in the AHRC Research Network, Transforming Thresholds".
Moseley, A. (2013): "Learning in Context Through Games: towards a new typology". Wbihms307. ARGs in institutions: museums, libraries, schools, and beyond. This resource contains examples of alternate reality games (ARGs) created for museums, libraries, schools, and government agencies.
Also included are links to related resources, designers, observers, and policy-makers. Please see my dissertation project, Reality Ends Here, for more up-to-date information about this topic. Know of something that should be listed here? Please get in touch with me via the comments and I will update the resource. Museums Games Ghosts of a Chance (Smithsonian, 2008-2010) “We live in a world in which information and entertainment are customizable and immediately available. More on Ghosts of a Chance: Georgina Goodlander’s paper, Nina Simon’s blog writeup, Anika Gupta’s piece on Smithsonian.com and goSmithsonian, Washington Post coverage, and NPR’s coverage.PHEON (Multiple institutions, 2010) “For the past couple of months CityMystery has been building a new game, called PHEON. Gutsy. The American Museum of Natural History is introducing an original card game in conjunction with its exhibition The Secret World Inside You, which opens on Saturday, November 7.
While working on the development of The Secret World Inside You, exhibition co-curator Susan Perkins, an avid tabletop game enthusiast, pioneered an idea to create a card game allowing players to learn about the community of microbes that live in our guts, known as the gut microbiome. Gutsy is based on the various ways we interact with those microbes on a daily basis and turns those interactions into a fun and educational card game. The object of the game is for players to attempt to be first to create a healthy gut by diversifying their gut microbiome, which is influenced by what we eat and drink, whom we interact with, and the medicines that we take. Two to four players draw from a common card deck, collecting microbes and pathogens to build their respective guts.