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Art Heist

Date:
05/22

Reimagining Arts Engagement
Through Gamification And Digital Placemaking

Graduate thesis project for the xdMFA at Miami University Date: May 2022
Link to thesis document

Abstract

This research project outlines the mental health benefits of art-making and establishes exposure to artistic domains as essential to the art-making process. Understanding the role of intent in behavioral change established the need for external motivators, such as gamification, in the adoption of new habits. Pokémon Go players in Cincinnati, Ohio were studied to understand the relationship between virtual gameplay and physical spaces. Feminist geography and the principles of meaningful gamification informed the design solution, a location-based augmented reality game (LARG) that utilizes artwork by women as elements of gameplay to mitigate patterns of underrepresentation in the arts. The research showed that a LARG would not only increase engagement for those new to the arts but also for those already engaged by providing a new perspective on familiar experiences; travel between locations of gameplay also offers an additional landscape for cultivating meaningful engagement.

Research

The research explored the intersection of gamification and digital placemaking to increase arts engagement in Cincinnati, Ohio. The study is grounded in the Theory of Planned Behavior (TPB), which posits that behavioral intentions are influenced by the desire to take action, the ability to take action, and societal norms. The research focuses on how gamification, specifically through location-based augmented reality games (LARGs) like Pokémon Go, can serve as an external motivator to introduce people to artistic domains and foster creative flow. The study highlights the mental health benefits of art-making and the importance of exposure to artistic experiences.

To gather data, the research employed both quantitative and qualitative methods, including surveys and semi-structured interviews. Surveys were distributed to current and former Pokémon Go players in the Greater Cincinnati Metropolitan Area to understand their motivations for gameplay, engagement with physical spaces, and past experiences with the arts. The survey results revealed that many players return to physical locations they first visited through the game for non-gaming reasons, indicating a deeper level of engagement with these spaces. Additionally, semi-structured interviews provided insights into the social aspects of gameplay and how it fosters a sense of belonging and community among players.

Gamification leverages fundamental human needs for achievement, reward, status, competition, and self-expression, making it an effective tool for increasing engagement with the arts. The research examines how digital placemaking, which uses digital technologies to connect people through shared spaces, can create hybrid spaces where meaning transfers between the virtual and physical worlds. This approach can democratize public spaces and foster a sense of belonging, making arts experiences more accessible and engaging for a broader audience.

Overall, the research underscores the potential of gamification and digital placemaking to transform arts engagement by making it more interactive, accessible, and enjoyable. By integrating game elements into arts experiences, the study aims to increase attendance at arts events, introduce people to new artistic domains, and ultimately enhance the mental health and well-being of participants through creative flow. The combination of surveys and interviews provided a comprehensive understanding of how LARGs can be designed to boost arts engagement and create meaningful interactions with physical spaces.

The Design Process

The design process for the project “Art Heist,” a location-based augmented reality game (LARG) aimed at increasing engagement with the visual arts, is detailed in pages 28-35. The game positions players as private investigators solving a heist at a local museum, using clues to find and collect digital augmented reality (AR) evidence related to various works of art. The design intervention was informed by feminist geography and digital placemaking principles to ensure equitable representation and engagement.

The physical setting for Art Heist is the Cincinnati Art Museum, chosen for its free admission and accessibility. Six artworks by women artists from diverse backgrounds were selected for gameplay to address the underrepresentation of women in the arts. The game includes features designed to appeal to different gamer types, such as achievers, explorers, and socializers, based on Richard Bartle’s taxonomy of gamer types. Features include an immersive narrative, AR clues, a social message board, and a gallery of closed cases.

The design methodology involved sketching initial concepts, creating design elements in Adobe Illustrator, and developing an app prototype in Sketch.  

User Testing

A usability study was conducted at the Cincinnati Art Museum with five participants to evaluate the effectiveness of the design. Participants completed tasks, played the game, and provided feedback through semi-structured interviews.

Based on the usability study, several design improvements were identified, such as adding more challenging levels, child-friendly clues, and a timer to create a sense of urgency. The “more information” button was made more noticeable to encourage deeper engagement with the artwork. The game was also designed to offer heists at multiple museums and include various games within a suite to boost engagement across the arts ecosystem. The design process emphasized creating a meaningful and enjoyable experience that would increase arts engagement and provide new perspectives on familiar spaces.

Product Outcomes and Future Development

The research and design conclusions emphasize the importance of the travel time and pathways between virtual gameplay locations in location-based augmented reality games (LARGs). These spaces provide opportunities for social interaction and discovery, making the entire gaming experience more meaningful. The design solution, Art Heist, was inspired by this insight, allowing players to connect with art and enhance their social experience while playing the game.

The usability study revealed that Art Heist could significantly increase arts engagement for both new and existing participants. The immersive narrative and gameplay offer a fresh perspective on the artwork, making the experience more engaging. The game also provides a pathway for those already engaged in the arts to introduce others to these experiences. The study showed that players enjoyed the game, found it appropriately challenging, and felt it would inspire more frequent visits to museums.

The design intervention was successful in creating a game that appeals to different gamer types and encourages deeper engagement with the arts. Features such as the AR clues, social message board, and physical world rewards were well-received by participants. The study also highlighted the need for continuous updates and new challenges to keep the gameplay fresh and engaging. The game should offer various heists at different museums and include new challenges for visiting exhibitions.

Overall, the research suggests that a LARG like Art Heist can effectively increase arts engagement and provide mental health benefits by introducing more people to creative outlets. The game helps shift focus from worrying about the future to engaging in the present through artistic pursuits. Additional research is needed to explore how this design solution can extend to those without access to mobile devices and how hybrid spaces can be used to co-create public spaces and build community. 

Art Heist, the mobile game, is in development. 

 

 

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