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marine_colab:workshop_20151125 [2015-12-03 11:24] – [Game On!] majamarine_colab:workshop_20151125 [2015-12-03 11:26] – [Game On!] maja
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   * **Coached lab session** or "challenge workshop" to develop (mini) game(s) and/or app(s) and add-ons to games, with different stakeholders. There is a possibility to conduct this experiment at ZSL, similar to 'fish hackathons'. The focus is on the process (journey) and education of diverse participants. Through the journey of a lab development session the participants create simple experiments to test the ideas and if successful, find ways to scale them.   * **Coached lab session** or "challenge workshop" to develop (mini) game(s) and/or app(s) and add-ons to games, with different stakeholders. There is a possibility to conduct this experiment at ZSL, similar to 'fish hackathons'. The focus is on the process (journey) and education of diverse participants. Through the journey of a lab development session the participants create simple experiments to test the ideas and if successful, find ways to scale them.
   * Develop **add-ons to existing games**   * Develop **add-ons to existing games**
-  * Develop games as **tie-ins** to other games/films/etc (add to transmedia stories including BBC documentaries, Google Ocean, Natural Geographic programmes, etc+  * Develop games as **tie-ins** to other games/films/etc (add to transmedia stories including BBC documentaries, Google Ocean, Natural Geographic programmes, etc)
   * Develop a full-blown mainstream **marine conservation game**, e.g. a ’simcity-like’ versions of initial scenarios (from [[http://lib.fo.am/marine_colab/workshop_201501|Workshop 1]], or SIM_MPA (cf. beyond (..?) rising tide - maxis?). The interesting aspects of this approach is to enhance both digital games with marine content and experiences of oceans for the gaming community (e.g. using augmented reality).   * Develop a full-blown mainstream **marine conservation game**, e.g. a ’simcity-like’ versions of initial scenarios (from [[http://lib.fo.am/marine_colab/workshop_201501|Workshop 1]], or SIM_MPA (cf. beyond (..?) rising tide - maxis?). The interesting aspects of this approach is to enhance both digital games with marine content and experiences of oceans for the gaming community (e.g. using augmented reality).
        
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 ==Marine Conservation Game== ==Marine Conservation Game==
-      * advantage; Making such a game would connect digital and conservation worlds; There is possibly large impact and educational opportunities, potentially reaching wide audiences, and amplification of Marine CoLAB messages. Augmented Reality (AR) tech becoming cheaper, easier to create and access (see existing research from BBC on AR in education). Added advantage: experiencing remote places without having to travel there (e.g. Galapagos with ZSL) +      * Advantages: Making such a game would connect digital and conservation worlds; There is possibly large impact and educational opportunities, potentially reaching wide audiences, and amplification of Marine CoLAB messages. Augmented Reality (AR) tech becoming cheaper, easier to create and access (see existing research from BBC on AR in education). Added advantage: experiencing remote places without having to travel there (e.g. Galapagos with ZSL) 
-      * disadvantage; high expectations, competitive market, difficult to create impact, cost of development is high, educational games are perceived as boring+      * Disadvantages high expectations, competitive market, difficult to create impact, cost of development is high, educational games are perceived as boring
  
 ==Influencing Game Developers== ==Influencing Game Developers==
-      * advantage; might be scope for a 'think tank' with more general (less issue/agenda based) consulting where Marine CoLAB can add positive messages, influence through others; connection points to value of oceans through different media; broader impact than developing a single game - potential for driving systemic change, for example by connecting to games bloggers and journalists +      * Advantages might be scope for a 'think tank' with more general (less issue/agenda based) consulting where Marine CoLAB can add positive messages, influence through others; connection points to value of oceans through different media; broader impact than developing a single game - potential for driving systemic change, for example by connecting to games bloggers and journalists 
-      * disadvantage; Hard to reach and connect this target group for mutual benefit (though this is slowly changing); Nemo effect' (clown fish), Disney often difficult to work with, span of control is extended, possible dilution.+      * Disadvantages: Hard to reach and connect this target group for mutual benefit (though this is slowly changing); Nemo effect' (clown fish), Disney often difficult to work with, span of control is extended, possible dilution.
  
  
  • marine_colab/workshop_20151125.txt
  • Last modified: 2016-08-10 09:48
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