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Kind, Gehringer, Klein, Edmonds
Capstone Research Paper
9 May 2012
Project REBOOT
Executive summary
Project REBOOT has been an ever-evolving learning experience for our
capstone team, largely due to the fact that there were so many moving parts to it.
The original idea for the capstone project was to document the MU Sustainability
Office as a resource to the Columbia community, including the slight possibility of
helping promote their new project, REBOOT, via multimedia. As time went on,
REBOOT’s vision changed and the role of the capstone team became to document
the 10-week mobile-based game designed to engage the public in a fun way about
the environment. There was already a REBOOT staff in place, equipped with a
marketing, game development and game design team. However, as the game’s
purpose evolved, it became more evident where the convergence team was needed.
So we set clear goals to document the weekly challenges and players from the teams
participating using multimedia, interview the REBOOT staff for a how-to
documentary to explain the game’s successes and failures and assist in social media
efforts to propel the game through the 10 weeks. Our team also would conduct
surveys, in the form of questionnaires and focus groups. Ultimately, once our role in
this new experimental mobile-based game became clear, we were eager to get
started.
Research Findings: Surveys
One of the methods we used to gage REBOOT’s success halfway through the
game was a questionnaire via SurveyMonkey. We found this method very helpful in
collecting information from the players to dictate changes for the remainder of the
game. Short survey at REBOOT Wrap up revealing favorite challenges, overall
thoughts of the game and if Ava was successful. Some of the questions included
were:
How did you hear about REBOOT?
> The majority of people who took the survey said they found out
about Reboot through word of mouth (13 of 19). Nobody heard
about the game from the news. The next to most popular ways of
finding out about Reboot was from MU Info and from signs or
handouts from the Student Center. The Student Center was not one
of our options, but three people wrote it in, which was interesting.
Are you a student, faculty, staff or community member?
> When it comes to the make-up of our participants, 18 of the 19
are students. Only one of our respondents is a community member.
Why did you join REBOOT?
> The biggest reason for people joining the game was for money
and prizes 100% of the respondents selected this answer. Another
popular reason, 15 of 16, was to have fun.
How did you receive your information about REBOOT weekly?
> Email was the main way people get their information about
Reboot (14 of 17). The second most popular reason, 6 of 16, was
through community.rebootmizzou.com where the contestants log
in.
How would you like to see the games divided next year?
> Nobody said they play Reboot seven or more times a week. Only
three people said they play four to six times a week. The top
response was only one to three times each week (14 of 17).
Would you play REBOOT again next year?
> Of the 16 people who answered the question, 14 said they would
play Reboot next year if given the chance.
Do you own a smart phone?
> Around 60 to 75% of team members have smart phones. One
participant commented that the game might discriminate against
people who are not able to afford this type of technology. But no
other person made this complaint.
How much did you learn throughout the game?
> The responses were all very high across the board for what
people have learned. Most people (11 of 17) have learned about
ways to live environmentally friendly while nobody has learned
nothing.
How easy was it to communicate with REBOOT staff?
> Everyone thought it was at least moderately easy to interact with
Reboot staff, and 13 of the 16 respondents rated the game at least 4
on a scale of 5.
What would you do to improve the game?
> When people were asked what they could do to improve the
game, a couple of responses were mentioned a couple times. The
thing mentioned most often was the leader board. People wanted it
to be updated more often, and they wanted to see what challenges
they have completed as well as other teams. Another popular
response was to have fewer games, and to have a few games that
are a little more complicated.
Research Findings: Focus Group
We organized a focus group at the end of the game with five players from
three different teams to determine successes and failures of REBOOT. This allowed
us to get a deeper look at players and their attitudes toward the game from start to
finish. We filmed the focus group and included it in our documentary. This
conversational tactic was extremely effective in regard to the thorough feedback the
game needed. For instance, the group of players unanimously agreed that Ava’s
weekly transmissions were an unnecessary component of the game. Players also
revealed which games were most enlightening and what problems they had with the
technology aspect of the game. Overall, the focus group enabled us to really connect
with the actual participants of REBOOT and record the evidence to invoke changes.
Social Media
Initially we were eager to implement social media tools for REBOOT;
however, as time went on, we realized players and the general public were not using
Facebook and Twitter the way we anticipated them to. This was a surprising part of
the process for us convergence students because, well, we are fluent in social media.
Mark Yount, a part of the REBOOT staff marketing team, utilized Facebook
before our involvement in the game. He handled Facebook advertisements, using
strategic tactics to target college students in particular. When we came on board, we
were given full permission to handle the Facebook account and began using it to
publish weekly content of events, ultimately to show the faces of REBOOT. It was
important for us to have a weekly visual presence to remind players that others
were participating in the game. This could foster competition and overall
communicate how others were engaging and having fun with the game. We also
posted signs of REBOOT in the news; KBIA, Paul Pepper and KOMU’s U_News all
covered REBOOT in their newscasts. In the end, the Facebook page was not as
interactive as we had hoped. Players did not use it to interact with the REBOOT staff,
nor did it generate interest from prospective players.
As is evident above, the overall interaction on Facebook interaction peaked in
February, slowly declined through the duration of the game and then was almost
nonexistent by April. In the end, we realized that the only people truly engaging
with Facebook were REBOOT staff. For instance, members of REBOOT staff would
‘like’ an upcoming event, which would skew data when trying to decipher player
involvement. For what it’s worth, REBOOT received a total of 99 ‘likes’ on its page.
When we were given the Twitter account, we promoted weekly challenges to
encourage involvement and competition. With a bit of a convergence bias, we
assumed the general public would have some inclination to use the REBOOTMizzou
hashtag we had so carefully advertised. We also live tweeted events like the
REBOOT Kick-Off to generate interest and tweeted weekly reminders of challenges
for players. However, Twitter was not a platform for interaction with players
(although we tried to engage them), nor did players acknowledge it in the end. The
only potential redeeming quality of Twitter for REBOOT was the amount of campus
organizations and sponsors that followed along to see what the game was all about.
The Twitter account’s account began its engagement by following these kinds of
organizations to generate a buzz for the word REBOOT. These kinds of institutions
made up most of the @REBOOTMizzou followers, coming to a total of 360 followers.
Other Data
Throughout the game, we collected some useful data that contributed to our
overall understanding of REBOOT’s role in the community. Peter Meng, an RJI fellow
who co-directed the game, provided us with a chart outlining REBOOT’s budget.
This allowed us to understand the broader context of the game and its priorities.
Project CostsTotalCosts
SCVNGR Software License (1 year user license) $2,000.00
Software Integration by CS Students (3 students for 4 months)(– 4 months @ $1500, per month$6,000.00
Software License (augmented reality) $900.00
Software License (4 months – Student Life Network (4 X $1650) $6,600.00
SUSTAIN! Game promotion and prize expenses. $3,000.00
Project Management Expense
(4 months @ $1500 per month)$6,000.00
Total $24,500.00
As far as the community website (www.rebootizzou.com) where we posted
stories weekly, we did not see a significant interest from players consuming our
content. Because of logistical barriers within the site’s internal database, we do not
know how frequently players viewed our content. However, because we uploaded
most of our media to YouTube, we can view the number of views. The hope was that
players would watch the content and reflect on their involvement as well as the
overarching concepts of the game. Ultimately, the content we created was more
useful for our documentary b-roll.
Challenges
There were a series of challenges throughout the REBOOT experience, both
between REBOOT staff members and within the convergence team. The biggest
problem for the staff was the amount of people on staff. While collaborating across
disciplines is an extremely beneficial process that mixes creative ideas and
specialties, it can also be counterproductive. As in any project setting,
miscommunication is a certainty, but it’s navigating around that miscommunication
that determines the strength of the end result. There were many occasions where
one team’s tasks overlapped with another team’s, or one staff member simply did
not know who should be held accountable for which task. In addition, deadlines
were difficult to communicate because there were always at least three different
organizations involved (MU Sustainability Office, Campus Facilities and the
Department of Information Technology). Thus, miscommunication was non
uncommon; however, in terms of communicating with the team players, REBOOT
staff did a comprehensive job. All interaction and commentary was hosted on a
social networking website (community.rebootmizzou.com e-mail:
[email protected]; password: kjg91990). There, teams could ask questions,
post photos and videos, and see other teams’ progress.
Other communication issues ensued when a plethora of ideas were involved
in making one decision. REBOOT was often plagued with the ‘too many cooks in one
kitchen’ syndrome. All parties were well aware of this and adjusted over time, which
proved difficult because of the time sensitive element of the game itself. The debate
over Ava Sims, the fictional character staff created to give the game a story arc, is a
perfect example of trying to incorporate too many ideas at once. Ava’s personality
was supposed to be a fun and engaging way to intrigue players – a mysterious
researcher from the future trying to communicate that REBOOT players could
change the future’s past if they made small lifestyle changes. REBOOT introduced
Ava at the kickoff in The Shack and prospective players did not seem to really grasp
the story arc or its relevance to the game as a whole. The plan was to release a
YouTube video of Ava’s transmission from the future every week when the
challenges were announced. Staff did this successfully, however Ava’s story was
very vague and the staff members who initially conceptualized her were not the
ones writing the scripts for the weekly transmissions. There was also general
disagreement regarding the level of importance Ava had in the game. Overall,
working on an interdisciplinary project comes with challenges in communication
that need to be understood, compromised and solved in a productive manner.
The capstone group faced other challenges of our own. Every week we had
to decide which activities of the weekly events was the most visually stimulating.
We knew we needed to create compelling content to prove to the public that
REBOOT was a worthwhile pursuit. Conceptualizing, planning and executing
compelling weekly stories were our biggest challenges. We had to go back to our
convergence fundamentals, which called for visual storytelling. Depending on the
nature of the event, we had to decide the best method to convey how REBOOT teams
were actively participating in games exploring sustainability topics and actually
learning from them. We also wanted to give faces to the REBOOT experience. This
involved a blend of photography, audio recording and videotaping. We challenged
ourselves to explore a variety of media opportunities to create the best content. One
of our favorite pieces to come out of this is from the week full of Re-Hydrate
challenges. Three teams talked to a Columbia Stormwater expert and cleaned up the
litter in Flat Branch Creek. Because this was one of the more physically active
challenges, we decided to use video as a medium to capture the event. We added
music to the video for aesthetic reasons and were pretty happy with the result.
Ultimately, the idea was to encourage prospective players that they should join in,
or communicate to existing players that they should participate in the events that
their competitors are winning prizes for completing.
Opportunities for Future Convergence Projects
There is definitely ample opportunity to develop EBOOT into a capstone
project in future semesters. Because it was the first of its kind and there was a
significant amount of insight after its trial, REBOOT staff would like to explore the
prospects of the game again next year. With the help of both player and staff input
throughout the making of the REBOOT documentary, there is enough feedback to
make improvements and expand upon parts of the game. Both parties were very
candid in their constructive commentary about the game’s victories and downfalls.
Our team learned the importance of following up with those involved in the game to
make it better. Documenting reflections and ideas that may have seemed trivial or
off-handed throughout the 10 weeks became crucial to the quality of the
documentary. There were so many questions; What if we tried this? How would we
do that? Will people care? Do we have enough time? In the end, the documentary
not only answers some of those questions, but it provides an analytical look at all
angles of the game.
Multimedia Projects
Every week, we produced multimedia content and uploaded it to YouTube,
and ultimately the REBOOT community website for players to see. This helped
solidify the environmental themes and raised awareness of Columbia’s resources
and opportunities for residents to simply live better. It was important to us to
convey the players and events accurately, in a way that encompassed the themes.
The diversity of media platforms was also a priority, as we experimented with video,
audio slideshows and photo albums. We began by covering the REBOOT Kick-Off in
January and interviewed the prospective players that attended. We also took
pictures of the event to document interest. We also posted an audio piece to the
website highlighting different teams like Cat’s Tail, H. Badgers and People’s Republic
of Delicious Food. This helped convey the diverse amount of interest in the game.
Throughout the first week we covered the REBOOT beer Float event in the
dining halls that was supposed to generate interest among freshmen. During the
first game, we took video of the event as students learned how to sign up for the
game online. The second week’s theme was recycle. We began by deciding which
events had the most visual opportunities. One of the challenges for that week was
the Sustainability Office’s Recycle Audit on Lowry Mall, where players sorted
through aluminum, glass, plastic and trash, learning more about the recycling
process in Columbia. At events like this, we established a rapport with teams like the
Greenola Bars and the Good Fellows because we knew a long-term relationship was
in our future.
The following week’s theme was community awareness, for which we
attended the Sustainahouse potluck that engaged a variety of community members
and players. We decided the best format for this event was photo slideshow
accompanied by audio to communicate the fun aspect of REBOOT challenges. The
following week was RE-Route, which focused on transportation. We attended the
Bike Resource Center’s Bike Tuneup on Lowry Mall. Next, during Re-Hydrate week,
teams gathered at Flat Branch Creek to do a cleanup. We captured the cleanup on
video and added music to vary our approach to the content, making it less
journalistic.
We used the week of real food as an opportunity to get involved in the
planning side of the games, so that we could organize an event that was visually
stimulating to cover. We took the initiative to plan a cook-off using local food for the
players. Afterward, we created a video and photo slideshow to illustrate the night’s
activity. Overall, we were happy with the variety of coverage and number of
multimedia platforms we used to convey the REBOOT games.
Documentary
The documentary was part of our focus throughout the whole 10 weeks as
well. A couple weeks into the project, Peter Meng expressed that a comprehensive
how-to documentary that chronicles the REBOOT process would be needed. We
immediately began interviewing REBOOT staff and conceptualizing the topics that
needed to be discussed in order to communicate REBOOT’s mission to an
organization exploring the game on their own. Based on Meng’s instruction, we
began to document REBOOT staff evaluating the strengths and weaknesses of the
project while throughout the duration of the game. Because the game is the first of
its kind, it was crucial to record the Project REBOOT comprehensively.
Conclusion
Throughout the course of the game, we became REBOOT experts. We
attribute this to attending all REBOOT events, meetings and interviewing subjects
consistently. It was important for us to build relationships with the REBOOT players
and staff throughout the game. Dynamics were always a part of an event and
figuring out who was held accountable for what was essential. It really was a
testament to how people from diverse disciplines can collaborate effectively on a
project. We drew from our fundamental storytelling skills weekly, which enhanced
the project as a whole. Knowledge our audience dictated content production and we
delivered to the best of our ability, pushing journalistic boundaries. The variety of
our research techniques also did the project a great service. Both our questionnaire
approach and focus group helped explain the effectiveness of REBOOT strategies.
Last, our documentary is a showcase of the journey REBOOT took and we were as
inclusive as possible. The quantity of interviews and perspectives included in the
documentary is a tribute to our loyalty to deconstructing REBOOT. Ultimately, our
experience with REBOOT this semester has helped us understand the importance of
group dynamics and how interdisciplinary teams can collaborate on a single project.
We are proud of the content we have produced and are excited that our
documentary will help communicate the strengths and weaknesses to groups who
may want to use the REBOOT prototype in the future.