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it, 2 and the software iMovie which comes along with the iPad (in particular for vid-
eos and photos taken, Stop-Motion production and audio recordings) were intro-
duced as well as Google Maps. In addition, single-lens refl ex cameras were used for
photography, encoded zip fi les were generated and QR codes were generated with a
QR code generator to link to videos recorded and stored on, for example, YouTube.
The tools were selected since they met the following criteria: They supported the
fl exible and mobile use in the learning environment of the museum (e.g. the con-
tinuous exhibition ZKM_Gameplay 3 ) as well as in the public space (such as iPads).
They were either available on the Web (such as Google Maps or free apps), as open
source (such as 'Dead drops'), or came along with the hardware (such as iMovie),
or low budget (such as 'Makey Makey').
The participants' own skills were incorporated into the project, such as fi lm cut-
ting and programming. Presentation of the tools was aimed at developing an under-
standing of the technology and its potentials by direct application. Every tool was
discussed theoretically and with respect to games and game development.
13.3.2
Concept Development (Rules, Storytelling, Game Flow)
After the presentation of the media and tools available, the participants were asked
to choose some tools (or an individual tool or medium) and to design in working
groups a game at the interface of online and offl ine. This general task defi nition
resulted in various approaches to game development pursued by the working groups.
While one group applied a technical approach by identifying technically feasible
options, other groups decided in favour of a content-related approach by developing
the background story of the game. In general, free working was highly appreciated
by the workshop participants. This is also obvious from the interviews and online
questionnaires. One participant commented: 'We were free and we could decide
what to do, which is much more fun. Otherwise, we would have been caught in a
type of labyrinth'. And another participant added: 'Free work allows to be more
creative and to contribute own skills'.
For every game, instructions had to be written for the future players to know
what the rules are and what the objective of the game is. For this purpose, the par-
ticipants had to analyse their game on a meta-level and to assume the role of a future
player in order to decide which information and aid might be helpful and how the
game has to be explained for playing it.
2 Website: http://deaddrops.com/blog [20.6.2014].
3 “ZKM_Gameplay is the new permanent exhibition on the theme of video games and experi-
mented forms of play. Since its opening in 1997, numerous computer games have been presented
at the ZKM | Media Museum in Karlsruhe, since these refl ect an essential part within modern
society heavily infl uenced by digitalized realities of life. For centuries new artistic, experimental,
media-refl ective as well as 'serious' games have evolved. The cultural and economic power of digi-
tal games and gameplay have experienced and continuous growth. This has made the games an
important object of the ZKM.” http://on1.zkm.de/zkm/stories/storyReader$8340 [20.6.2014]
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