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Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game Ben Ward Instructional Designer Information Technology Center

Ben Ward - Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game

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Follow designers working with the Kansas State Book Network Common Read, Ernest Cline's Ready Player One. Our team created a nine-week long transmedia experience featuring a massive labyrinth of puzzles, codes, and games to foster friendship and community, and help players discover the richness of campus life.

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Page 1: Ben Ward - Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game

Sustained Engagement: From Common Read to Community Through a Campus-Wide Transmedia Game

Ben WardInstructional DesignerInformation Technology Center

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The Horizon Report 2014

“The gamification of education is gaining support among educators who recognize that effectively designed games can stimulate large gains in productivity and creativity among learners.”

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What is an ARG exactly?

An ARG is “An interactive drama played out online and in real-world spaces, taking place over several weeks or months, in which dozens, hundreds, or thousands of players come together online, form collaborative social networks, and work together to solve a mystery or problem”

-Jane McGonigal

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The Lost Book

The Library Alternate Reality Game

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The Lost Book Narrative

“I tell her about a book I lost. Well, not really lost, more like forgot. In fact I am not really sure it was a book at all, but rather the memory of a story…”

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The Path

Trekking through the stacksSidewalk chalkPull tabsCards

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The Path

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The Path

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The Book

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The Book

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The Endgame

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The Endgame

Now I’ve shared my secret with youNow that I’ve shared it, it’s your secret tooGrab a book and join us as we read the greatsIn a Great Room where the seeds of more stories await

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So, who played?• Lost Book Site Stats• Visits: 197• Unique Visitors: 156• Pageviews: 596• Pages / Visit: 3.03• Avg. Visit Duration: 00:03:04• New Visits: 79.19%• Return Visitor Rate: 22%• After game ended on 11/2: 18 unique,

21 visits total, 35 seconds• LibGuide stats: • Day 1: 39 views• Day 2: 26 views• Day 3: 12 views• Day 4: 55 views

Of the players who reached the endgame, 80% were female.

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Ready Player One

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Transmedia Storytelling

Ready Player One – The Book

Ready Player One – The Game

Scoreboard

Attendance Experiences

Puzzle Challenges

Cross Curriculum Projects

Cooperative/Collaborative Events

Direct Book Tie-Ins

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Design Goals

• Safe for everyone• Fun, fun, fun!• Increased student involvement• Shared educational opportunities• Student contributions to the game

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Game Mechanics

• Achievements and Experience points• Communal Discovery• PsychoSocial Moratorium Principle• Ownership• Cross-Disciple Problem Solving• Countdown• Appointment Dynamic• Chain Schedules• Story Archeology

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The Game

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The Designers

Joelle

Dan

Ben

Nathan

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Transmedia Storytelling

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The Numbers

50+Real-world events

10,000+Views of K-State Libraries’

“Anorak’s Almanac”

5Sponsored

surveys

320+Puzzles, riddles, codes,

and trivia challenges

500+Posts to Twitter, Tumblr,

and K-State email

20Challenges linked to

Student Services

1Player-generated

Reddit page

197Game challenges

509Active participants

50+Geocache sites

1Player-generated

Facebook account

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The Numbers

Countless Opportunities For a diverse group of players to meet and get to know each other

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Our Top Players

• Majors ranging from Architectural Engineering to Fish, Wildlife, and Conservation

• Included undergraduate students, graduate students, and K-State faculty/staff

• 50% of the players were women• 45% of the players were first-year students

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“As a freshman, it gave me a group of friends right off the bat. Being more connected to other students made me feel more connected to the school itself.”

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“I think that I was mainly surprised more by the attitudes of the players. Everyone was competitive, but at the same time a real sense of camaraderie developed and we all helped each other out whenever possible instead of everyone being out for only their own gain.”

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“I really enjoyed the puzzles, and especially seeing the ‘mystery eggs’ scattered around campus. It felt like being party to a ‘big secret,’ and makes you feel special (in a positive way) for understanding it's purpose. I also felt like I was part of the community by participating.”

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Countless Thanks to

• Our sponsors• Our contributors• Our supporters• And most importantly…

Our

Players!

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Mapping the Ghost Map