MuseumNext Presentation 1: Looking at Gaming in Museums

This week I had the honor of presenting not once but twice at a MuseumNext conference. A year ago I wrote here about how I used Clubhouse to make connections at a MuseumNext; then last fall I wrote here about teenagers co-designing new digital experiences for museums. This week, with the focus on Museums, Games and Play, I took a 30,000 mile high view (taking inspiration, fittingly enough, from crows) in the first session and then in the second session talked about design from the inside out, through the lens of learning from failure. This will be the first of two posts sharing highlights from the two VERY DIFFERENT sessions.

On Monday I partnered with my frequent collaborator Neal Stimler, to present: Thirteen (or so) Ways of Looking at Gaming in Museums. As promoted in the program, this session:

… explored the horizons of games in museums to encourage their adoption into regular programs, products, and operations. It will solve for the equation Museums + Games = ? across a variety of lenses: accessibility; diversity, equity, and inclusion; digitization; intellectual property and licensing; the metaverse; partnerships; youth making games, staff making games; visitors playing games; producing games for the general public; eSports; educational games; games in exhibits, and more. This pair of presenters have together over a quarter-century of experience bringing digital experience design, including games, to two of the largest museums in the world: NYC’s Metropolitan Museum of Art and The American Museum of History Museum.

You can watch our pre-recorded video here: (the QA is reserved for paid attendees):

The title is a riff on Wallace Stevens’ poem “Thirteen Ways of Looking at a Blackbird.” I’ll share below each of the ‘”ways” we approached the topic and the associated poems I wrote for each one.

  1. Accessibility

I can see ways

I could play this game.

If only the designers

Had seen the same.

  1. Diversity, Equity, Inclusion, and Belonging:

They present this game

And its characters

And its stories

As if designed for everyone.

So,

If I don’t see myself,

Am I no one?

  1. Digitization

Once I was art

Designed for an exhibit

On Pterosaurs.

Now I am decor

On a deck of cards,

My AR wings set to soar. 

Neat trick.

  1. Intellectual Property and Licensing

Proud, the Museum

Instagramed the art.

Chagrined, the Museum

Read the cease and desist.

  1. Metaverse

The moment when

The Game

Was more than just

A Game

  1. Partnerships

Two dancers

Move as one.

Seems seamless

Yet that is just

More

Of their

Magic. 

  1. Youth making games

I made that,

She said,

And in that moment,

For the first time,

Glimpsed her future.

  1. Staff making games

What is the shape

Of a magic circle

When transposed

From living room table

To a museum’s exhibit hall?

  1. Playing existing game 

Millennials clink glasses

Playing tabletop games

With scientists.

Commanding spacecrafts.

Managing microbiomes.

The evening’s aspirations announced in its name:

Game Night Gone Wild.

  1. Producing games for outside use

The teacher seeks a carrot

In the form of a game.

Students note the deception,

Yet play with glee.

  1. eSports

Melee in the Museum

Team Met vs. Team AMNH

Tiffany versus T-Rex

A battle for the ages

  1. Games and education

My Duolingo ranking proves nothing.

It neither feeds my family

Nor protects us from COVID.

When I dropped out of the top ten

However

I vowed to crush it.

A poem about games and education
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Come Hear Me Talk on Games and Museums

At the end of the month MuseumNext will host the Museums, Games & PlaySummit (28 February – 2 March 2022). The goal of this all-online, highly curated affair is to share inspiring ideas and case studies looking at games and play in museums. Personally, I am excited there is so much activity to fill three days of programming and to be able to contribute during two different sessions.

First, I have partnered with my frequent collaborator Neal Stimler, to present: Thirteen (or so) Ways of Looking at Gaming in Museums. As promoted in the program, this session will:

… explore the horizons of games in museums to encourage their adoption into regular programs, products, and operations. It will solve for the equation Museums + Games = ? across a variety of lenses: accessibility; diversity, equity, and inclusion; digitization; intellectual property and licensing; the metaverse; partnerships; youth making games, staff making games; visitors playing games; producing games for the general public; eSports; educational games; games in exhibits, and more. This pair of presenters have together over a quarter-century of experience bringing digital experience design, including games, to two of the largest museums in the world: NYC’s Metropolitan Museum of Art and The American Museum of History Museum.

The title is a riff on Wallace Stevens’ poem “Thirteen Ways of Looking at a Blackbird,” as each lens will be introduced by an original poem, such as:

Intellectual Property and Licensing

Proud, the Museum

Instagramed the art.

Chagrined, the Museum

Read the cease and desist. 

To hear the rest, come to our talk!

Second, I have partnered with my frequent collaborator, Kellian Adams Pletcher (of FableVision Studios), along with Erica Gangsei (San Francisco Museum of Modern Art) and Lawrence Moore (LARPing in Color) to present: Failing Forward: 10 favorite Museum game Fails and what we learned from them. As promoted in the program, this session will offer:

…four different Game Designers from the Museums and Culture space talking about games that failed to do what they intended to– and taught us all a lot about games in the process! We’ll choose ten of our favorite “unsuccessful” games and how the lessons from those games made museum game design better for all of us.

I always love sessions like this – they recognize the iterative nature of the design process and promote transparency – and was delighted when Kellian asked me to contribute. I will be sharing such crucial insights as “Don’t lead with the flatulent buffalo” and more!

Hope to see you there!

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DECEMBER 2021 BJC NEWSLETTER: My Year in Review

This fall I began to send out monthly newsletters about my work across a wide range of fields. If you would like to receive these (about my work, but there are also ones about my two upcoming books), please sign up here. Below is December’s year-end round up.

Barry Joseph Consulting Logo and text

DECEMBER 2021 BJC NEWSLETTER

Your tasty update on Barry Joseph Consulting


My Year in Review

In just a few days, New Years Eve will close out the first calendar year of Barry Joseph Consulting. And what is December for if not to look back and take stock on the past year?

I feel so fortunate, during such a period filled with pain and loss for so many, to have had the opportunity to work on such exciting work with so many creative, kind, and generous people around the world.

Across the entire year I worked with the Natural History Museum of Utah (NHMU) to identify strategic opportunities for increasing the engagement and reach of Research Quest, their tool for science teachers around the country to improve students’ critical thinking skills. If you missed it, you can revisit my interview with NHMU about our work together here.

In New York City, with both the City College of New York (CCNY) and Science and Arts Engagement New York (SAENY), I supported their efforts to develop a pathway for NYC youth in low-income communities to explore educational and career pathways into game-related fields. Check out our study on NYC youth and gaming here.

In the summer I worked with creative visionary Alex McDowell and others at Experimental Design to develop a proposal for a groundbreaking interactive and immersive traveling museum exhibit that explored the future of civil engineering and the built environment in the years leading up to 2070.

This fall I worked on a yet-to-be-disclosed project with a South Korean developer focused on an innovative approach to bringing digital learning into classrooms. I hope to share more about that in 2022.

Also this fall I added more Utahns to my client roster! The Utah Education Network (UEN) provides digital educational resources to more than 658,000 thousand K-12 students, more than 225,000 higher education students, and more than 77,000 educators across the state. As with NHMU, I am helping them to refine their success measures and ensure they have analytic tools in place to track them. Across both this and the engagement with the Museum, I am partnering with Mirrorlytics, a fantastic analytics agency that makes data-driven decisions approachable.

Finally, just this week, I finally announced my new partnership with the Center to Advance Racial Equity Policy (CAREP) at the RAND Corporation to produce games about racial equity policy. It was hard keeping this one a secret and I am excited to now be able to share more details.

There IS much more coming in 2022 – some extending the work from above, some with clients whose contracts are yet to be signed, and some with people I have yet to meet (perhaps YOU or someone you know). Thank you for joining me on the journey.


Public Speaking Events

In December I was thrilled to have had the opportunity to present a webinar jointly supported by the RAND Center to Advance Racial Equity Policy and the RAND Center for Gaming: Becoming Well Played – The Impact of Gaming on U.S. Culture (and Beyond). I was quite humbled to be speaking to such an illustrious group with deep expertise. You can read more about it here and, if the video is approved for public viewing, watch this space to get access.

Next year I have my eyes on a few conferences: the return of Games, Learning and Society, the return of an in-person Games For Change, and… well, for the rest, watch and see! Where are YOU planning to go to connect with colleagues in 2022, in person or online? Let me know!

Hands playing a strategic board game.

Learn more about 2021’s Speaking Events


From My Bookshelf

On my bookshelf this month I’ve been enjoying William Gibson’s The Peripheral, a thrilling read about time and dimensions and the future of telepresence; Neal Stephenon’s latest opus, Terminal Shock, perhaps his most fascinating cast of characters to date in a story about geoengineering; and catching up on the latest X-men adventures in my iPad’s Marvel app.

On TV, I’ve been fascinated by the creative process on display in Peter Jackson’s documentary marvel, The Beatles: Get Back; just finished the original animated run of the stylish Cowboy Beebop (and still dancing to the soundtrack); and am all set to start the Book of Boba Fett.

Finally, in the movie theaters (and wow, yes, I’ve been back in movie theaters), it’s hard to say which of the following were my favorites: the remake of West Side Story, the retro/future-forward tapestry of Spider-Man: No Way Home, or the nostalgic brain-trip of Matrix: Resurrections. What do they all have in common? Beautiful choreography.

Happy holidays and see you in the new (and hopefully vastly improved) year!

A dance number from West Side Story
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Announcing development of new RAND racial equity policy games

I can finally announce my new partnership with the Center to Advance Racial Equity Policy (CAREP) at the RAND Corporation to produce games about racial equity policy. Phew – it was hard keeping this one a secret!

What is RAND, you may ask? The RAND Corporation is a research organization that develops solutions to public policy challenges to help make communities throughout the world safer and more secure, healthier and more prosperous. Their name, RAND, is an amalgam of Research ANd Development.

What is CAREP? RAND launched CAREP in 2020 against the backdrop of, in their words, “a pandemic that was already inflicting disproportionate physical and economic pain on communities of color, and an overdue reckoning with America’s long history of systemic inequity and structural racism.” Why? To support “a growing portfolio of innovative, high-impact racial equity research and analysis at RAND, create a clearinghouse to help coordinate related efforts, and collaborate with organizations dedicated to advancing racial equity.” You can review an already impressive list of recent projects focused on racial and ethnic equity here.

Why games? Since CAREP aims to engage a broad range of the public in topics related to racial equity policy, including those traditionally left out of the conversations, game-based learning can be an accessible and powerful method for engaging and educating a wide audience about crucial but challenging topics. It can even be used to inspire people to take actions to better themselves and their community. Our first step will be launching in 2022 a web site featuring new and original games on topics related to racial equity policy developed with RAND and a number of external partners.

Who are the partners? Internally at RAND, CAREP and I will work closely with the RAND Center for Gaming. Gaming methods have deep roots at RAND, dating back to the 1940s when they pioneered the use of political-military crisis games to study nuclear deterrence. Today the Center (which is part of the Pardee RAND Graduate School offering a Ph.D. program in policy analysis) supports “a wide range of games to explore the sometimes unpredictable drivers behind human decision-making and to tap into human ingenuity, helping policymakers make better decisions and develop innovative solutions.” A number of PARDEE Graduate students will work closely with us on this project. In addition, a few weeks ago I presented a webinar to the Center, entitled Becoming Well Played – The Impact of Gaming on U.S. Culture (and Beyond.

I will be developing the first games in close partnership with educational game developer FableVision Studios. I have known FableVision for years, and am thrilled that this project gives us the opportunity to combine forces. It’s like that long awaited superhero team-up!

Finally, supporting various aspects of this work, I look forward to collaborating with Sustainable Progress and Equality Collective (SPEC). SPEC has selected Research Associates (RA) to assist in a unique, year-long project with RAND contributing to SPEC’s tech-based research and community building initiatives. Two RAs from SPEC will contribute to this project.

How can I learn more? For more information about the Center to Advance Racial Equity Policy, please email racialequity@rand.org and/or sign-up for my newsletter here. Otherwise, watch this space for more in 2022!

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My RAND Corporation webinar: Becoming Well Played – The Impact of Gaming on U.S. Culture (and Beyond)

This Wednesday I am thrilled to have the opportunity to present a webinar jointly supported by the RAND Center to Advance Racial Equity Policy and the RAND Center for Gaming: Becoming Well Played – The Impact of Gaming on U.S. Culture (and Beyond). More on that below. But first, how did this ever come about?

In 2006, when I worked at Global Kids, I collaborated with indie gaming phenom GameLab and students at Canarsie High School to produce Ayiti: The Cost of Life (check out a walk through video and scores collaborating to min-max the game). In many ways, that was the beginning of my mini-career in Game-based Learning.

The youth program that produced it, Playing 4 Keeps, was one of the first supporting youth to co-design social impact digital games. We went on to produce many more games with youth, it inspired me to co-found Games for Change, and it became the foundation upon which I worked at AMNH to produce both analog (Gutsy) and digital games (MicroRangers) with teenage co-designers.

I have done so much with game design and game play for learning and it all began with Ayiti. And now Ayiti has brought me this latest opportunity.

Cover images from Ayiti: The Cost of Life

Jump from the launch of Ayiti to this past September, 15 years to be exact. Their new director, Rhianna Rogers – just a few weeks in – of the RAND Center to Advance Racial Equity Policy reached out to me. As a former SUNY professor, she explained, she used Ayiti in her courses, and encouraged others to do the same. I had heard of RAND, understanding them as the model for the Stark Corporation. What I soon learned was that, yes, after WWII, RAND (the name an amalgam of Research ANd Development) became the think tank for the U.S. Government on military topics. However, what I did not know is that in the ’60s and ’70s they began to address social policy as well. In fact, around 40% of their research is now on social policies, and they even have their own graduate program in public policy.

That public policy school, the Pardee RAND Graduate School in Santa Monica, California, is the nation’s oldest and largest public policy Ph.D. program. Pardee is also home to the RAND Center for Gaming. Gaming has deep roots at RAND, dating back to the 1940s when, as their site describes, social scientists, mathematicians, engineers, and others pioneered the use of political-military crisis games to study nuclear deterrence. Now, the Center for Gaming supports “a wide range of games to explore the sometimes unpredictable drivers behind human decisionmaking and to tap into human ingenuity, helping policymakers make better decisions and develop innovative solutions.”

Photo of four people's hands on a game board with player pieces on the board.

I am quite humbled to be speaking to such an illustrious group with deep expertise. I hope I will have something of value to support them in their work, specifically in how they might tie their research to games. Below is the language promoting this internal event:

When we say “well-read” it implies one who thinks deeply about books, sees their underlying structures, and can apply literary lessons to other domains. To be “well-played” has a similar meaning in the gaming space, in that it implies one who understands game mechanics, sees how games build on past precedent, and can adapt games to advance personal and professional goals. How then can one become well played? This presentation introduces recent research on youth and games; explores the impact of gaming on U.S. culture in the past 25 years; highlights how policymakers, researchers, and others are bending games to meet their needs; and showcases various ways to approach the utility of games in socio-cultural research. We will conclude with an open discussion on the topics raised. Attendees will leave with a deeper appreciation of why they might become well played and practical next steps they can take when applying games to research.

Did I say internal event? Yes, this is designed for RAND staff, but if you are a professional peer of mine and would like to attend (Wednesday, 12/8/21
9:00am PST / 12:00pm EST, on Zoom), I was told I could bring in a few of my people. Please contact me directly and inquire if there’s any spots left!

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Video: The Revolution Has Been Digitized: MicroRangers, Youth Programs, and a Toolkit for the Future of Museums

Can teenagers co-design new digital experiences for museums? For six years at the American Museum of Natural History, we did just that. This week I was delighted to present how at the MuseumNext’s Digital Learning Summit.

Named after an earlier title for my upcoming book on digital design in museums, my session was called The Revolution Has Been Digitized: MicroRangers, Youth Programs, and a Toolkit for the Future of Museums. I highlighted the toolkit from which we drew at AMNH: guerilla research, rapid prototyping, public piloting, iterative design, and team building. The case study focused on MicroRangers, a geolocative AR game that invited visitors to shrink to the microscopic level and battle threats to biodiversity within the Museum’s permanent exhibits. Youth designed and voiced the characters, prototyped the interactives, and much much more.

High school students dressed in costumes for a MicroRangers film shoot

When MuseumNext pivoted during the pandemic to an all remote conference, they landed on the format of :20 of pre-recorded video followed by :10 of live Q&A. That meant, working from home, I had to imagine how to create a video that would be engaging for a global audience that would have spent hours already staring at their screen. I also had to write, film, and edit it all on my own. Phew!

While you can’t experience it as intended at the conference – during a live and active text-based chat – I think you’ll still learn a lot about the project below and might appreciate how much fun I had putting this together.

In retrospect, I think it does a decent job both sharing good learning from one of my favorite digital projects but also does demonstrating the value people will find in my new book when it comes out next year.

Oh, and as I shared in the chat, this presentation is strictly Bring Your Own Spoon.

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NYC Youth & Gaming, part 4: Gaming the Future

The second part of this research project, detailed in the previous post, explored the community context of games. The third and final part of the research, explored in this post, is about youth use games to shape their future. More specifically, it is about where and how youth encounter games in high school, how educators think about the potential of games and learning, and how the academic interests of college students are influenced by video games.

10. YOUTH, GAMES AND ACADEMICS

“I wish there were less games in my school” said no student ever.

So perhaps there is little surprise in the finding that, according to the Gaming Advisory, youth wish games were infused throughout their school day.

What is interesting, however, is why.

Yes, they identify that gaming can be fun, helps them relax, and forms social bonds.

But they are also highly aware of how games empower their academic learning.

Digital games are infused enough into their academic coursework that they can appreciate how it teaches new skills and content while providing an effective way to review material.

They do not understand, however, why their schools leave the power of games-based learning largely untapped.

In general, according to the G.A., they are most likely to encounter gaming in their courses through competitive, content-agnostic, cloud-based quiz platforms, like Kahoot or Quizziz. Youth often view these as an almost magical force that drives both learning and engagement. (We asked the students to create comic strips to illustrate the main lessons they wanted us to learn, which will be used below to highlight some of our findings, in their own words. To be clear, their comics came before our analysis.)

Click to enlarge image

Among 49 different games experienced in class mentioned by students, half were Kahoot or the nearly identical Quizziz and the similar Quizlet. When depicted in their comic strips, these types of games often come across as an academic cure all.

Click to enlarge image

In general, games are used as both a learning tool (as a way to develop new skills or learn new content) or as learning support to review that content (to reinforce the learning or as test prep).

Games as learning aid
Games as learning support

Occasionally, single-subject games are used to teach content, like a typing game to learn typing, Oregon Trail to teach U.S. History, Coolmathgame to learn Math, or lab simulations to teach Chemistry.

Click to enlarge image

It is rare, however, for a non-quiz, content-agnostic game to be used, like Minecraft for Engineering or an escape room for Chemistry. 

Using Minecraft in Engineering to build sustainable solutions for environmental problems

Beyond what they already experience, what youth said they want more of, is content-specific game-based learning opportunities, to go deeper into specific skill sets or academic content areas. For example, they would like to see games that teach specific subjects (like Shakespeare, global politics, or rhythms).

Click to enlarge image

They also want to see games used as subject matter to elucidate academic content (how physics, math and chemistry are used to design games, the psychological effect of game music, and how games impact society).

Click to enlarge image

We were surprised to see that games did not appear to have a common home within their schools. While game coding might be taught in a Computer class, students were just as likely to play an escape room in World Studies, learn engineering through Minecraft, or use Duolingo to learn a new language. Below is a list of all games they used the previous year in school, along with the class subject where it was encountered, and the role it played (if identifiable). 

11. WHAT EDUCATORS HAD TO SAY

Meanwhile, according to our surveys and interviews, NYC educators are not oblivious to the impact games have in the lives of their students. However, the exact details remain obscured to them. Most could not share much about topics like the games students play, their game-adjacent activities, or how their gaming is shaped by their backgrounds.

They did, however, highlight the same benefits identified by the youth – games as both community unifier and source of relaxation. Only a few teachers were able to speak to the racism students experience in online anonymous game communities and through biased game representation. One after school educator highlighted the value of the “social-emotional aspects of gaming… as kids grow up and try to find themselves.”

Most did not report seeing any correlation between students’ academic interests and the games they like to play. At the same time, one teacher lamented a missed opportunity for getting games like Civ 6 into global history courses because there are “not enough educators comfortable” with the idea. That discomfort was described by one teacher as the “misconception that it’s all just a waste of time. And that it’s anti-social.”

When asked “Do you see any existing academic pathways in high school that build upon youth’s interest in gaming and/or their career plans related to gaming?” only half could list an example. All were STEM-related save one (videography).

The percentage offering examples raised from half to 75% when the question shifted from seeing academic pathways in high school to college. More striking was the broad range of non-STEM examples (many within game-adjacent fields) such as design, business, political science, pre-law, English, communications, and event production. When asked “In the past year, have you encouraged any students to pursue any of these pathways?” the majority said they had, directing them to after school programs and higher education opportunities.

Nearly all agreed that they see “overlooked opportunities for building on students’ interest in gaming to advance them on their academic and career pathway.” The challenge, as one teacher framed it, is that “most of the students that we serve look at video games from the consumer side.” The job then of educators, as they described it, is to help their students make a connection between their gaming interest and their future. “I believe that it’s us educators that need to really talk to these kids about the potential of games.”

For educators to play this role they asked for curriculum to bring games into classrooms across the disciplines; for internships to connect youth with industry; and for resources to offer after school programs within their schools.

12. WHAT COLLEGE STUDENTS HAD TO SAY

Most of these blog posts have intentionally focused on the voices of NYC high school teenagers and shared little about the college-level research that was core to these activities. However, there are two pieces we will conclude with, as it reflects on what today’s college students have to say about when they were still high school students.

In a survey completed by 104 current City College of New York (CCNY) students, we asked “Is there anything about your current or past interest in gaming that influenced your current academic trajectory?” While one third said gaming had no influence (34%), the majority (57%) said games had in fact influenced their current trajectory.

Among the 41 who named a specific academic trajectory, roughly one third (15) identified a trajectory aimed towards work in the video game industry, through computer engineering, software engineering, mechanical engineering, and computer science. Specific roles identified as goals within the gaming industry include game designer, creative director, video game trailer editor, illustrator, game story writer, and professional eSports player. One respondent shared a comment with a sentiment common to many: “My current interest in gaming is what led to me deciding on majoring in computer science.” 

The remaining two-thirds (26), the vast majority in fact, named a wide range of fields for a career outside of – but influenced by – gaming: engineering, computer science, mathematics, mechanical engineering, graphic design, interactive design, education, law, social sciences, sociology, storytelling, comic books, medicine, and psychology. Clearly, academic interests inspired by gaming is vast and broad.

Among CCNY students whose academic trajectory was influenced by video games (N=59), the majority (63%) named at least one type of person or institution who helped them to make that connection. So what can this tell us about who is influencing high school students to pursue interests inspired by games at the college level?

The number one influence is by far from the gaming industry itself (23%), equally split between both game designers and professional YouTubers. When it comes to game designers, students listed both companies (like Nintendo and Bungie) and iconic game designers (like Notch and Shigeru Miyamoto) as role models and influencers. Meanwhile, individual YouTubers and streamers help them understand game design in a more sophisticated way, raise awareness about career opportunities, and inspire them to move from consumers to creators.

The second most named influencers who helped students connect their gaming interests with their studies at CCNY are their professors and their experiences at other universities (19%). They specifically name-checked CCNY’s Sonic Arts Center, the Fashion Institute of Technology’s toy design program, Stony Brook, and NYU’s Game Center. As one student wrote, “My professor pushed me and challenged me to dig deeper and do better and create more until I was satisfied with what I made.”

13. CONCLUSION

This series of posts began by addressing how this study reframed youth from being the subjects of gaming’s influence to being agents leveraging what games afford, shifting focus from what games do to teens to what teens do with games. While it was undertaken with a specific goal in mind – to better understand the lives of teens living in the communities of Harlem, Upper Manhattan, and the South Bronx to recruit them for the City College of New York – both the lessons learned and the approach taken can be of value to anyone interested in supporting the development of today’s youth to pursue their dreams. 

We would like to conclude by acknowledging the important role played by Urban Arts Partnership in facilitating and carrying out the research for the project along with SAENY consultants: Ms. Milena Chakraverti-Wuerthwien who provided critical staff support throughout the project, Genesis Espinal for playing an important liaison role between the project team and SIA during the youth advisory program, and Veeshan Narinesingh, who provided valuable outreach to the Harlem community.  


For more information on the Gaming Pathways Project, please contact: Susan Perkins, Ph.D. Dean, Division of Science CCNY and Stan Altman, Ph.D., President, and Professor, CCNY.

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Invitation to be an early reader on my 2022 book on digital design in museums

If you haven’t heard, I have a book coming out next year on digital design in museums (from the American Alliance of Museums with Rowman & Littlefield in August, 2022). Having recently completed my first draft, I am now looking for early readers over the next month to provide feedback at the chapter level (or for the heartiest among you, on the entire book).

If you work in or with museums, care about digital design, and like books, please read on. (If you just want to receive book updates, please sign-up here).

The book applies six tools (user research, rapid prototyping, public piloting, iterative design, youth collaboration, and teaming up) to six case studies from my half-dozen years at the American Museum of Natural History and six interviews with colleagues at other museums. 

The main body of the book explores six case studies from the Museum to highlight the six tools in action.

  • 1. Crime Scene Neanderthal, in which student interns invited family visitors to become Neanderthal Detectives and, armed with a paper guide and a mobile app, solve a science-based mystery in the Hall of Human Origins.
  • 2. Cultural halls, specifically how we worked with both Canadian First Nations and New York City youth to augment the Hall of Northwest Coast Indians through both Dreams of the Haida Child (an augmented reality activity guide) and Video Bridge (a telepresence robot).
  • 3. Strategizing games-based learning within a museum, looking specifically at Pterosaurs: The Card Game (a youth co-developed, exhibit-inspired product with an AR component), Playing With Dinos (a mobile app that delivered quick social games in the dinosaur halls), and how a youth program created an exhibit-related set of Minecraft assets for the Museum’s web site.
  • 4. MicroRangers, a multi-year, quarter-million dollar project that invited visitors to enter Museum exhibits through an augmented reality mobile app and tackle science-based problems in collaboration with both scientists and microscopic organisms.
  • 5. XR, specifically how we prototyped our own paleontology behind-the-scenes videos then A:B tested marine experiences in the Hall of Ocean Life.
  • 6. Science visualizations, through three projects: an astro-visualization that addressed the topics of mass and gravity through a round of mixed reality Martian golf, interactive science visualizations leveraging CT scans of bat skulls that visitors could hold in their hands, and the touchtable in Finding Flamingos, a youth program focused on how Conservation Biologists protect endangered flamingos through GIS mapping and predictions software.

Each case study is paired with related work in museums around the world, for comparison and contrast. The book explores designing persona-based storytelling in Greece and France, designing with robots in Alaska, designing for narrative and movement in Washington, D.C., designing for locations in Minnesota, designing for off-site experiences in Chicago, and designing spaces for learning in Washington, D.C.

If you do have the time and interest to read any of it in the next four weeks, please share your interest here.

If you decide to dive in, I hope you find it as exciting as I did revisiting the recent past and exploring some of the amazing projects going on at museums around the world.

(Again, if you just want to receive book updates, please sign-up here).

Visitors in museum wearing hololens

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Where to catch me this week at MuseumNext and MCN

You know what they say: when it rains, it pours. I haven’t been to a conference in months – last August’s Play Make Learn Conference and, before that, MuseWeb in April. Next week, however, I am set to attend two! (All remote, of course).

The first is the MuseumNext Digital Learning Summit. I am excited as it’s my first time presenting there. MuseumNext’s are highly curated, short, single-track affairs. It was an honor just to be selected. You might recall I wrote about MusuemNext this past February, exploring how I worked with others to use ClubHouse for building a meta-converastion around the event.

This time I will be presenting “The Revolution Has Been Digitized: MicroRangers, Youth Programs, and a Toolkit for the Future of Museums“. Inspired by a chapter in my upcoming book to be published in 2022 by the American Alliance of Museums/Rowman & Littlefield, it explores what I call the Six Tools for Digital Design: user research, rapid prototyping, public piloting, iterative design, youth collaboration, and teaming up.

To highlight real instances of each tool in practice, I apply the toolkit to a case study: the MicroRangers game we developed at the American Museum of Natural History.

MuseumNext’s pivot during the pandemic involves requiring all presentations to be a combination of a 20-minute pre-recorded video plus a 10-minute live Q&A. That means I had to film a 20-minute video of myself, by myself, in my home, and keep it interesting. No easy task! I think it’s going to be informative, a lot of fun, and perhaps leave a few heads scratching with the thought “How’d he do that?”

The second conference this week that I will be presenting at will be MCN. I have been attending and presenting at MCN since 2015, as it’s one of my favorite Museum+Digital conferences. Their pandemic pivot has been to run their current remote conference over 5 weeks (ouch!). What makes it work is each day has its own theme with multiple tracks.

This Thursday I am co-chairing the Experience Design & Immersive Technologies track with Robin White Owen and Sam Minelli. We will welcome attendees to the 4 hour mini-event, introduce the six sessions (on topics like “The Promise and Perils of Gestural Interaction,” “Climate Change and the Digital Experience,” and “Literary Tools in Experience Design.”), then lead a conversation about all we just learned.

If you’re interested and free, come join us. Keep in mind, paying to attend means you can watch presentations afterwards, on your own time, as often as you like! If you come by, be sure to say “Hi!” to me in the chat.

Posted in Barry Joseph Consulting, Conferences, Digital Toolkit, From My Work, Practice, Toolkit | Tagged , , | Comments Off on Where to catch me this week at MuseumNext and MCN

NYC Youth & Gaming, part 3: Community as Context for Gaming

The first part of this research project, detailed in the previous post, explored what games youth are playing and how they use games to manage their feelings and shape their identity. In other words, games and the self. 

The second part of the research, explored in this post, is about the community context of games. More specifically, it is about where youth encounter games in their neighborhood and online communities, about the local impact of games, and about how youth’s cultural background intersects with gaming.

7. WHERE TO FIND GAMES IN THEIR COMMUNITIES

In surveys, we asked the students in the Gaming Advisory to describe the role games play in their community, and then we discussed their responses. It was hard for them at first to think about video games outside their home and schools – at first saying it was rare to see them, or it was too dangerous to have them in public (“What kind of mad person plays games on a subway? Keep it in your dang bag, man”). Given time and the right prompts, however, they eventually described how ubiquitous gaming is throughout their communities.

Through a digital hands-on activity, we asked them to go to Google maps and take a screen shot of any community they like. Then, inspired by the young boy’s adventures in the comic strip Family Circus, they were asked to annotate their map with locations where they might encounter games. Below is one example, with text transcription from the creator’s audio overview:

“So the person starts off at the library, where they’re just kind of like searching up different games. And then they move on to the train station where they see some people playing on their switch. And then they move on to the boba shop. And they’re just like watching a playthrough video in the store window, since some boba shops play TVs. And then they move into a restaurant where they eat some food and they see a child playing on their iPad, because I feel like we’ve all seen that before. And then they move on to Anime Castle, which is basically like an anime store and they see someone buy a game figure, probably some sort of droid from Zelda. And then they move on to High School where they see a gaming club, like talking and playing games, and then they’re at home.”

A map of locations where gaming is encountered within a community

After all the maps were completed, we tallied up the most common locations and found quotes from individual maps to support each one. We then gave that list of locations and quotes to one of the teens with the request to turn it into a composite map, representing the most common locations teens in the G.A. encounter video games. 

9. THE POSITIVE AND NEGATIVE IMPACT OF GAMING WITHIN THEIR COMMUNITIES 

When asked, “What would your communities lose without video games?” a sense of connection was by far the most common benefit the G.A. saw video games bringing to their communities. As one student said, “Video games help to connect people.” (Students were able to choose more than one option. N=16)

A chart depicting the responses to the question: What would your communities lose without video games?

When asked the follow-up question, “Is there anything you would like to change about how video games impact your community and, if so, what?” their interest in expanding accessibility and inclusivity within their community stands out. (N=16)

While video games were viewed as a powerful force that brought people together in their physical communities, it was also a tool that through sexism and racism kept them apart from their online communities. 

When we we explored where the prejudice of others impacted their relationship with games, sexism against female players was the most common concern raised, followed by racism. They consistently reported being angered and devalued by these experiences, and the sense of powerlessness that accompanied them. Their most common short-term responses were to either leave the game or silence their microphone. Their long-term strategy is to hide – to hide their femininity, to play worse if they are a girl, and other tactics that hide their identity.  

When it came to sexism, sometimes they pointed to the design of games. “I think games also feed into the sexism,” wrote one of the female students, “because most of their characters are hourglass skinny and small which feeds into misogyny.” When asked, “Do video games portray women poorly?” they all thought that they did.

Most often, however, the concerns were about other online players. “A lot of the time people either think you are the e-girl stereotype or they just either talk over you as if you’re not there :/”.  If pushed, the boys could talk about witnessing the sexism and their guilt at not intervening. “Not gonna lie,” shared one boy in a focus group, “I be bystanding sometimes when stuff like that happens and I always think later on ‘man I should’ve said something’.”

Racism is encountered in everything from how users present themselves online to the trash talk during games. “Some of the usernames I’ve encountered are so blatantly racist,” shared one student, “that I had to put down the game.” Another student shared, “While playing multiplayer games, I got, like, hate crimed a few times. People would just say the N word to me, yada, yada, yada… I have to take a break from the game because it’s just not good for my mental health.”

When asked, “Do video games portray minorities poorly?” most all thought that they did.

There was often an understanding that inequities within the game design industry are at the root of the problem: “The majority of the gaming industry is still male, white, and cis. [I want to see] a little bit more diversity behind the works.” But even when gaming companies step up to the challenge, it is gamers that needs to respond in kind, and often fall short. “The developers [of Apex] Legends [say] ‘Most of our characters are LGBTQ,” shared one student, “and then the people who play the game are like homophobic and transphobic. So it’s just like a disconnect from the community and what developers kind of want to do.”

Few confronted the prejudice directly and none reported doing so successfully. “This definitely stops me from talking about the different games I play,” shared one girl, “because I don’t want to draw attention to myself. Even then I feel like I have to play worse when I play fighting games because of this.” Often, to protect themselves, the students just leave the game. “If I would ever get called n-slur or f-slur,” shared one student, “I would just leave the game and que for another game because I know that I can’t do much besides report, but I still feel bad and just avoid that game for a little bit even if I enjoy playing.” We only encountered one girl who found a way to address the sexism that she found effective: “Anytime I experience sexism… I try to prove them wrong. I don’t even bother trying to argue… I’d rather just show them who I am rather than tell them, you know?”

For many the sexism and racism they experience in online gaming is a reflection of prejudice in the wide-world. For many these environments become a training ground for the general powerlessness they feel about doing anything to change it.

In the next and final post we will look at how NYC teens use video games to shape their futures.

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