Zombies vs. Knaves: Playing Games in Cultural Institutions

Georgina Goodlander, Smithsonian American Art Museum
Amanda Ohlke, International Spy Museum
Margeaux Johnson, University of Florida Libraries
Jesse Heinzen, Minnesota Historical Society
Susan Edwards, J. Paul Getty Trust
Erin Branham, J. Paul Getty Museum

Abstract

Museums and libraries are beginning to look to games as an extension of their traditional programming. Taking inspiration from all aspects of the media, from television game shows to video games and on-line social applications, cultural institutions have the opportunity to interact with their visitors in new and exciting ways. Games can be used to attract new audiences, increase knowledge of collections and resources, inspire creativity, increase foot/web traffic, support brand recognition, promote events and exhibitions, and engage learners of all ages. Innovative and relatively new genres such as Alternate Reality Games (ARGs) and Massive Multiplayer Online Role Playing Games (MMORPGs) engage players through 21st-century literacies such as participation, collaboration, network awareness, and storytelling. Museums and libraries provide ideal real-world platforms for games with their extensive collections and resources, meaningful interpretation, and passionate experts.

This panel session will present a diverse group of case studies on games in museums and libraries with a focus on their development and practical application. Panelists will include museum and library professionals from a range of disciplines.

Proposed Case Studies:
1. A GPS-based adventure game "SPY in the City" at the SPY Museum in Washington, D.C., in which players test their spy skills and wrestle with some of the ethical issues of espionage on the streets of the nation's capital. "SPY in the City" has engaged over 8,000 players since its launch in June 2009.

2. The "Human vs. Zombies" ARG that inspired students to use information literacy skills at the University of Florida Science Library to help quell the growing zombie infection.

3. The "Minnesota 150 Challenge," an 18 player trivia game at the Minnesota Historical Society that includes an authentic physical environment and entertaining feedback.

4. The Getty Museum's five-year presence in the tween on-line world "Whyville," which includes the ongoing management of two different games and hosting of virtual seminars and workshops.

5. A new ARG/street game "PHEON" at the Smithsonian American Art Museum, which challenges players to complete missions in order to win points and gain control of a secret world. Players complete missions in the real world by making, performing, discovering, and documenting.

6. The "Mysteries of Ancient Art" gallery game at the Getty Villa in which families battle against mythological monsters. Parents and kids work together to solve the mysteries of the myths and search ancient works of art for the tools needed to defeat the monsters.