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April 2012 Volume 15 Number 2 - Educational Technology & Society

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Sedano, C. I., Sutinen, E., Vinni, M., & Laine, T. H. (<strong>2012</strong>). Designing Hypercontextualized Games: A Case Study with<br />

LieksaMyst. <strong>Educational</strong> <strong>Technology</strong> & <strong>Society</strong>, <strong>15</strong> (2), 257–270.<br />

Designing Hypercontextualized Games: A Case Study with LieksaMyst<br />

Carolina Islas Sedano, Erkki Sutinen, Mikko Vinni and Teemu H. Laine<br />

University of Eastern Finland, P.O. Box 111, FI-80101 Joensuu, Finland // carolina.islas@uef.fi //<br />

erkki.sutinen@uef.fi // mikko.vinni@uef.fi // teemu.laine@uef.fi<br />

(Submitted October 4, 2010; Revised February 10, 2011; Accepted <strong>April</strong> 10, 2011)<br />

ABSTRACT<br />

Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however,<br />

it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game<br />

(HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game<br />

design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin<br />

(hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen<br />

Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It<br />

took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming<br />

concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors<br />

(from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the<br />

visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings<br />

indicate that quality time, sincere reflection and communication between local experts and potential players, are<br />

indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are<br />

interested in the ways in which a game can bridge the gap between people and relevant on-site information.<br />

Keywords<br />

Hypercontextualized games, Storytelling, Museum, Mobile, Context<br />

Introduction<br />

“What fun… The program is humorous and encouraging!”<br />

Female, 73 years, Finland<br />

“It was a good simulation and I felt as if I was actually involved in the situation”<br />

Male, 22 years, Nepal<br />

“I have discovered history and a little more about the life of countryside people”<br />

Female, 21 years, Russia<br />

Above remarks were made by visitors to the Pielinen Museum. Currently the museum supports its visitors’ learning<br />

experience (independently of their age, gender and background) through different stories developed as a<br />

Hypercontextualized Game (HCG) named LieksaMyst. In essence, LieksaMyst is a digital application that provides<br />

immediate on-site extra visual information of selected items in the museum and guides the visitors’ understanding of<br />

living conditions in historical Finland. LieksaMyst is accessed and navigated by mobile phones. The HCG stories are<br />

the culmination of three years of research and development. In each story, a virtual character that lived in the same<br />

historical period as the house in which the game is played, hosts the visitor. In the course of the game, the virtual<br />

hosts share their daily life with the players and request the players to identify objects they need to execute their daily<br />

activities. These objects are to be found in the physical environment where the player is embedded. The ideal<br />

governing the design of the HCG stories in LieksaMyst is that players connect to and identify with the history that is<br />

enclosed in each one of the museum’s buildings.<br />

The design process of the LieksaMyst HCG stories contributes to the research and development community in that it<br />

promotes an understanding of real life artifacts on-site and also facilitates access to meaningful information while the<br />

game is being played. Digital technology is considered a powerful tool, although it is obviously not the only relevant<br />

tool on-site. Our contribution offers a solution to an increasingly significant problem in our era, namely the lack of<br />

meaningful information on-site (Clark, 2010).<br />

Digital technology is unquestionably changing the media landscape (Jenkins, 2006). By using a mobile phone with<br />

an Internet connection, one can tap into facts and user generated information from every possible location on our<br />

planet (Clark, 2010). Nevertheless, research shows that information overload overwhelms individuals (Schwartz,<br />

2005) and the paradox lies therein that although one has access to considerable amounts of data, one can miss the<br />

transmission of deeper meanings. Thus, we require models that help us to integrate the different resources available<br />

ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of <strong>Educational</strong> <strong>Technology</strong> & <strong>Society</strong> (IFETS). The authors and the forum jointly retain the<br />

copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies<br />

are not made or distributed for profit or commercial advantage and that copies bear the full citation on the first page. Copyrights for components of this work owned by<br />

others than IFETS must be honoured. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior<br />

specific permission and/or a fee. Request permissions from the editors at kinshuk@ieee.org.<br />

257

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