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Dropping in to game design: Iterations of a skatepark physics game for a children’s museum exhibit

Benjamin M. DeVane (Department of Educational Psychology and Learning Sciences, University of Iowa, Iowa City, Iowa, USA)
Jeremy Dietmeier (Department of Educational Psychology and Learning Sciences, University of Iowa, Iowa City, Iowa, USA)
Kristen Missall (Department of School Psychology, University of Washington, Seattle, Washington, USA)
Salloni Nanda (Department of School Psychology, University of Washington, Seattle, Washington, USA)
Michala Cox (Department of Educational Psychology and Learning Sciences, University of Iowa, Iowa City, Iowa, USA)
Ben J. Miller (Department of Learning Design, Leapfrog, Santa Rosa, California, USA)
Ethan Valentine (Department of Psychology, Kirkwood Community College, Iowa City Iowa, USA)
Deb M. Dunkhase (Iowa Children's Museum, Iowa City, Iowa, USA)

Information and Learning Sciences

ISSN: 2398-5348

Article publication date: 11 November 2019

Issue publication date: 21 November 2019

269

Abstract

Purpose

This paper aims to present an iterative approach to creating a collaborative design-and-play skatepark videogame for a children’s museum physics exhibit. Intended for children of 5-8 years old and accompanying adults, this interactive tabletop game encourages players to build a skatepark and then skate through it with a skater character. This case study describes the authors’ design perspective shift to make the game’s possibilities for tinkering more “perceptible.”

Design/methodology/approach

This paper presents a case-based design narrative that draws on the project’s iterative playability testing with parent–child dyads and reflections from the design team’s endeavors. This analysis draws on methodological elements adapted from agile game development processes and educational design-based research.

Findings

The initial game prototype inhibited the collaborative tinkering of parent–child dyads because it used interface abstractions such as menus, did not orient to the task of tinkering with skatepark design and did not help players understand why their skatepark designs failed. Subsequent game versions adopted blocks as a metaphor for interaction, gave players explicit design goals and models and provided players with more explicit feedback about their skater’s motion.

Originality/value

Museum games that provide tinkering experiences for children are an emerging medium. Central concerns for those designing such games are presenting multiple modes of play for different players and contexts and clearly and quickly communicating the possible activities and interactions. The design approach in this study offers players the opportunity to – at both short and long timescales – take up game-directed challenges or explore the skatepark physics through self-generated goals.

Keywords

Acknowledgements

The authors are indebted to the work of Chad Juehring, Joseph Frederick, and Kendra Anthony for all their work in game design and development. The authors would also like to thank the staff of the Iowa Children’s Museum for their exhibit design work and their logistical help with the study. This material is based upon work supported by the National Science Foundation under Grant No. 1611685.

Citation

DeVane, B.M., Dietmeier, J., Missall, K., Nanda, S., Cox, M., Miller, B.J., Valentine, E. and Dunkhase, D.M. (2019), "Dropping in to game design: Iterations of a skatepark physics game for a children’s museum exhibit", Information and Learning Sciences, Vol. 120 No. 9/10, pp. 663-678. https://doi.org/10.1108/ILS-03-2019-0023

Publisher

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Emerald Publishing Limited

Copyright © 2019, Emerald Publishing Limited

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