TY - GEN
T1 - Traversing transmedia together
T2 - 15th International Conference on Interaction Design and Children, IDC 2016
AU - Bonsignore, Elizabeth
AU - Hansen, Derek
AU - Pellicone, Anthony
AU - Ahn, June
AU - Kraus, Kari
AU - Shumway, Steven
AU - Kaczmarek, Kathryn
AU - Parkin, Jeff
AU - Cardon, Jared
AU - Sheets, Jeff
AU - Holl-Jensen, Carlea
AU - Koepfler, Jes
N1 - Publisher Copyright:
© 2016 ACM.
PY - 2016/6/21
Y1 - 2016/6/21
N2 - An Alternate Reality Game (ARG) is an interactive storygame hybrid whose core mechanics include collaborative problem solving and storytelling. ARGs are also participatory experiences, because game designers dynamically adjust content in response to players' actions as game play progresses. What if the participatory process was extended during the design phase of an ARG as well? Few, if any, studies have explored how to include player populations in the ARG design process - especially ARGs that target youth. In this paper, we share the process we followed to design a large-scale ARG to promote scientific inquiry for teenagers (13-17 years old) by partnering with them. Our findings suggest that co-designing with youth resulted in novel design features in the final game, and gave us insight into adolescent attitudes toward various scientific concepts. We also share co-design techniques that were not as effective and offer suggestions for future approaches.
AB - An Alternate Reality Game (ARG) is an interactive storygame hybrid whose core mechanics include collaborative problem solving and storytelling. ARGs are also participatory experiences, because game designers dynamically adjust content in response to players' actions as game play progresses. What if the participatory process was extended during the design phase of an ARG as well? Few, if any, studies have explored how to include player populations in the ARG design process - especially ARGs that target youth. In this paper, we share the process we followed to design a large-scale ARG to promote scientific inquiry for teenagers (13-17 years old) by partnering with them. Our findings suggest that co-designing with youth resulted in novel design features in the final game, and gave us insight into adolescent attitudes toward various scientific concepts. We also share co-design techniques that were not as effective and offer suggestions for future approaches.
KW - Adolescents
KW - Alternate Reality Games
KW - Co-design
KW - Learning
KW - Participatory design
KW - Teens
KW - Transmedia storytelling
UR - http://www.scopus.com/inward/record.url?scp=84985916527&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84985916527&partnerID=8YFLogxK
U2 - 10.1145/2930674.2930712
DO - 10.1145/2930674.2930712
M3 - Conference contribution
AN - SCOPUS:84985916527
T3 - Proceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children
SP - 11
EP - 24
BT - Proceedings of IDC 2016 - The 15th International Conference on Interaction Design and Children
PB - Association for Computing Machinery, Inc
Y2 - 21 June 2016 through 24 June 2016
ER -