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Follow designers working with the Kansas State Book Network Common Read, Ernest Cline's Ready Player One. Our team created a nine-week long transmedia experience featuring a massive labyrinth of puzzles, codes, and games to foster friendship and community, and help players discover the richness of campus life.
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Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game Ben Ward Instructional Designer Information Technology Center
The Horizon Report 2014 “The gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners.”
What is an ARG exactly? An ARG is “An interactive drama played out online and in real-world spaces, taking place over several weeks or months, in which dozens, hundreds, or thousands of players come together online, form collaborative social networks, and work together to solve a mystery or problem” -Jane McGonigal
The Lost Book The Library Alternate Reality Game
The Lost Book Narrative “I tell her about a book I lost. Well, not really lost, more like forgot. In fact I am not really sure it was a book at all, but rather the memory of a story…”
The Path Trekking through the stacks Sidewalk chalk Pull tabs Cards
The Endgame Now I’ve shared my secret with you Now that I’ve shared it, it’s your secret too Grab a book and join us as we read the greats In a Great Room where the seeds of more stories await
So, who played? • • • • • • • • • Lost Book Site Stats Visits: 197 Unique Visitors: 156 Pageviews: 596 Pages / Visit: 3.03 Avg. Visit Duration: 00:03:04 New Visits: 79.19% Return Visitor Rate: 22% After game ended on 11/2: 18 unique, 21 visits total, 35 seconds LibGuide stats: Day 1: 39 views Day 2: 26 views Day 3: 12 views Day 4: 55 views • • • • • Of the players who reached the endgame, 80% were female.
Ready Player One – The Book Ready Player One – The Game Scoreboard Transmedia Storytelling
Design Goals • Safe for everyone • Fun, fun, fun! • Increased student involvement • Shared educational opportunities • Student contributions to the game
Game Mechanics • Achievements and Experience points • Communal Discovery • PsychoSocial Moratorium Principle • Ownership • Cross-Disciple Problem Solving • Countdown • Appointment Dynamic • Chain Schedules • Story Archeology
The Designers Joelle Dan Nathan Ben
The Numbers 509 10,000+ Views of K-State Libraries’ “Anorak’s Almanac” 500+ Active participants Posts to Twitter, Tumblr, and K-State email 197 320+ 50+ Game challenges Puzzles, riddles, codes, and trivia challenges Real-world events 50+ 20 5 Geocache sites Challenges linked to Student Services Sponsored surveys 1 1 Player-generated Facebook account Player-generated Reddit page
The Numbers Countless Opportunities For a diverse group of players to meet and get to know each other
Our Top Players • Majors ranging from Architectural Engineering to Fish, Wildlife, and Conservation • Included undergraduate students, graduate students, and K-State faculty/staff • 50% of the players were women • 45% of the players were first-year students
“As a freshman, it gave me a group of friends right off the bat. Being more connected to other students made me feel more connected to the school itself.”
“I think that I was mainly surprised more by the attitudes of the players. Everyone was competitive, but at the same time a real sense of camaraderie developed and we all helped each other out whenever possible instead of everyone being out for only their own gain.”
“I really enjoyed the puzzles, and especially seeing the ‘mystery eggs’ scattered around campus. It felt like being party to a ‘big secret,’ and makes you feel special (in a positive way) for understanding it's purpose. I also felt like I was part of the community by participating.”