April 2012 Volume 15 Number 2 - Educational Technology & Society
April 2012 Volume 15 Number 2 - Educational Technology & Society
April 2012 Volume 15 Number 2 - Educational Technology & Society
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on-site to finally achieve a meaningful transmission of information to individuals. The Hypercontextualized Game<br />
(HCG) design model (Islas Sedano et al., 2010) aims, since its very conception, to link small audiences with their<br />
continuously changing context. In contrast, today’s digital games are developed outside the player’s context and their<br />
main aim is to target worldwide audiences. The game can thus be played anywhere and at anytime in a virtually<br />
generated world without a meaningful connection to the player’s reality.<br />
We conceptualized LieksaMyst as a means to deliver meaningful information to the Pielinen Museum’s visitors onsite<br />
within the constraints of the available resources. Although museums often use modern technology to help their<br />
visitors understand their exhibitions, digital games are rarely used. Some of the existing game solutions for museums<br />
feature initiatives like the use of the technology and user acceptance (Ferris et al., 2004; Klopfer, Perry, Squire, Jan,<br />
& Steinkuehler, 2005). Complementary to this genre of museum games, this paper addresses a related but different<br />
problem. The question is how to design a game for a particular museum within the limits of its own available<br />
resources. Unlike generic technology, of which context-aware recorders that automatically explain the surrounds to<br />
the visitor are an example, we wanted to craft a game that originates from the particular context itself. Whereas<br />
conventional solutions are technology-driven, ours is driven by the context. The distinguishing perspective of this<br />
paper is thus the design process that we call hypercontextualized. A typical study executed on a technology-driven<br />
game is quantitative. It analyzes to which extent the designed solution, which is provided, promotes user experience<br />
or learning. In our case, the context is given, while the solution is designed alongside with and informed by the study.<br />
Therefore, our study is qualitative and explores the design process itself.<br />
This paper identifies the elements that characterize LieksaMyst as an HCG and analyzes the design process. Each<br />
one of the HCG stories is designed and developed in, with and for the specific context. The stories target a small and<br />
inclusive audience, namely visitors to the Pielinen Museum. The LieksaMyst design process exemplifies a modern<br />
digital game carefully knitted with the reality of a specific context to deliver meaningful information on-site which,<br />
in turn, supports the co-creation of knowledge by its players. Furthermore, the design process highlights the players’<br />
imagination and curiosity about the real life elements (e.g. environment, social dynamics) and utilizes these to guide<br />
the players in a positive learning experience. The carefully executed design process of the LieksaMyst HCG stories<br />
resulted in an enjoyable mobile service offered by the Pielinen Museum which the curators can expand upon as and<br />
when they wish.<br />
Literature review<br />
The combination of games and museums is nothing new (Hooper-Greenhill & Moussouri, 2000). Games are utilized<br />
without using technology widely in museums. Examples of this are the role-playing games at the Herren-Chimsee<br />
New Palace and King Ludwig II Museum in Bavaria and the treasure hunting games at the Van Gogh Museum in<br />
Amsterdam. Literature widely addresses the use and development of digital games in museums. However, most of<br />
these games are reported as temporal research studies and not as established services of the museums (Ferris et al.,<br />
2004). One potential reason for the limited presence of digital games in museums is the restricted involvement of<br />
curators in the design and development of the games. This leads to the infrequent transfer of research game<br />
prototypes to museum services. Additionally, researchers seem to want to produce edutainment by combining<br />
education and entertainment (Resnick, 2006). Instead, we argue, digital games should transfer and relay the curators’<br />
passion and knowledge of the exposition to the visitors through play, as is the case of non-digital games.<br />
According to Ravenscroft and McAlister (2006), the enthusiastic application of digital games in education is<br />
apparently encouraged by the video game industry. Gee (2003), for example, argues that the knowledge gained by<br />
playing video games is transferable to other domains. In opposition to this claim, Ravenscroft and McAlister<br />
explicitly state that today’s digital games are weak in linking the “game-playing activity to transferable social or<br />
conceptual processes and skills that constitute, or are related to learning” (2006). Additionally, knowledge cannot<br />
be viewed as a self-contained unit of information to be transferred without a contextual reference. Brown, Collins<br />
and Duguid (1989) hold forth that knowledge and cognition cannot be separated from a situation – instead, the<br />
activity and the situation co-create the knowledge that is developed and deployed at the moment in which it is to be<br />
learned. Cronje sustains their argument noting that “learning is constructed from the experience of the learner”<br />
(2006). Additionally, Robinson mentions that “we think about the world in all the ways we experience it, we think<br />
visually, we think in sound, we think kinesthetically, we think in abstract terms, we think in movement” (2006).<br />
Hence, to co-create knowledge alongside information we should involve ourselves in a situation – preferably at a<br />
multidimensional level.<br />
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