This chapter describes the project “Anyone Can Innovate!” In this project, initiated by the Research Institutes of Sweden (RISE), the authors were experimenting with the escape room format in a museum: they co-created a multi-user, co-located virtual reality (VR) escape room together with Borås Museum. This was done using a multi-disciplinary design approach, and combining the theories of both museology, game design and interaction design. In order to situate the experience in the museum context, the concept of games in museums are described as well as the decision to define the resulting VR-prototype as a “game-room” installation in the museum. The authors also explain how they have used the format to add elements of fiction to the depiction of history, in order to make it suitable for the immersive medium of VR. In the second part of their chapter, the design process is presented in detail: how the authors used role-playing in iterating the multiplayer VR experience, how it was necessary to create a custom “wrapper game engine” to accomodate for the multi-user aspects, and that they also realised how the medium of VR is not accessible for every visitor. The authors compare the prototype of the VR experience to other productions used in the museum context, and they conclude that their production uses a higher level of interactivity, and it also enables multiplayer formats which are still rare in this context. Lastly, the authors discuss the challenges of using immersive media in the museum setting, and what would be needed to overcome this.

错误:搜索内容不能为空,请输入英文关键词
错误:关键词超出字数限制,请精简
高级检索

Immersive Exhibitions and Game Design as a Tool for Storytelling in Museums

  • Fredrik Trella,
  • Gabriella Di Feola,
  • Erik Einebrant

摘要

This chapter describes the project “Anyone Can Innovate!” In this project, initiated by the Research Institutes of Sweden (RISE), the authors were experimenting with the escape room format in a museum: they co-created a multi-user, co-located virtual reality (VR) escape room together with Borås Museum. This was done using a multi-disciplinary design approach, and combining the theories of both museology, game design and interaction design. In order to situate the experience in the museum context, the concept of games in museums are described as well as the decision to define the resulting VR-prototype as a “game-room” installation in the museum. The authors also explain how they have used the format to add elements of fiction to the depiction of history, in order to make it suitable for the immersive medium of VR. In the second part of their chapter, the design process is presented in detail: how the authors used role-playing in iterating the multiplayer VR experience, how it was necessary to create a custom “wrapper game engine” to accomodate for the multi-user aspects, and that they also realised how the medium of VR is not accessible for every visitor. The authors compare the prototype of the VR experience to other productions used in the museum context, and they conclude that their production uses a higher level of interactivity, and it also enables multiplayer formats which are still rare in this context. Lastly, the authors discuss the challenges of using immersive media in the museum setting, and what would be needed to overcome this.