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marine_colab:workshop_20151125 [2015-11-27 10:33] – [Plastics project] nikmarine_colab:workshop_20151125 [2015-11-27 10:36] – [Game On!] nik
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 +  * (cross reference with Sandy's notes)
 +  * ideas that have surfaced / developed
 +    * challenge; how/when to engage the pubic to change rules / process
 +    * concluded that the first experiment was not so game focused, perhaps more suitable as a training tool
 +    * perhaps better to focus on more general 'ocean awareness'
 +    * two main options
 +      * "we're close to a tipping point on ocean experience games, imagery is swamped in action games"
 +      * influence exiting game devs or filmmakers / ocean 'consultants' / best practice guide
 +    * current strands
 +      * coached lab space to develop game(s) and/or app(s)
 +      * develop add ons to existing games
 +      * develop games as tie ins to other games/films/etc
 +        * BBC docos, google ocean, natgeo, etc
 +      * mainstream marine conservation game (cf. beyond (..?) rising tide - maxis?)
 +    * games can also be used as fund-raising vehicles
 +    * simple experiments to test ides -> scale
 +    * possible direction
 +       -> sim city like versions of initial scenarios (workshop 1)
 +  * three existing options for progress / requiring feedback
 +    * small lab games (c.f fish hackathon)
 +      * advantage; existing format, easier to test assumptions with small games, process based learning
 +      * disadvantage; does a game actually 'work' as a way to develop connections to the oceans?,
 +         hackathon outcomes can be lacklustre. potentially limited impact.
 +    * full on game
 +      * advantage; AR tech becoming cheaper & easier to create, existing research from BBC on AR in education, 
 +         potentially wide audience, amplification.
 +      * disadvantage; high expectations, cost of development, educational games are usually boring, competitive
 +      * questions; target audience? SIM-MPA? 
 +    * marine game/film leadership
 +      * advantage; might be scope for a 'think tank' with more general (less issue/agenda based) consulting, 
 +         good time for BBC Oceans, influence through others. how to maintain contact with influencers
 +      * disadvantage; 'Nemo effect' (clown fish), Disney often difficult to work with, span of control is extended,
 +         possible dilution.
 +  * ZSL project, virtual Chagos, funding during 2016. British, controversial, inaccessible.
 +  * interest
 +    * giles, testing assumptions, experiments
 +    * heather, perhaps as a masters project for students {Exeter uni, Chagos project)
 +    * mirella, perhaps more preliminary research to see which option is most promising
 +    * MSC, existing contacts (octonauts) potential test audience.
 +  * next steps; 
 +    * potential research questions, masters topics. 
 +    * sandy, sue & heather draft a few paragraphs re. research scope etc. "next week"
 +  
  
 ====Plastics project==== ====Plastics project====
  • marine_colab/workshop_20151125.txt
  • Last modified: 2016-08-10 09:48
  • by nik