Sembl, the game of resemblance
Catherine Styles, @cathstyles
Sembl is a powerful system for thinking in a playful, dialogic, creative way. Cath will introduce Sembl through its initial manifestation as a real-time group adventure game at the National Museum of Australia, and explore how its play cultivates polyphonic, associative thinking, and new ways of knowing. She will explain where the game comes from and speculate on where it could go, in physical museum space but especially on the web, as an engine of open and linked data, and a game- based social learning network.
This game of resemblance has been gestating a long time, so Cath is stoked to share the story of its emergence.
[ETA: Cath's own images, notes and clips from the presentation.]
Sembl
Game derives from Charles Cameron's "Hipbone Game" who got the idea from Herman Hesse's "Glass Bead Game".
Started as an iPad game at National Library of Australia. Users make connections between objects (a branding iron and a breastplate "label bodies"; leg irons and a Welsh organ both "involve keys"), which are then rated according to how interesting they are. What makes a resemblance interesting? Makes you think about things in different ways.
Developed on paper, tested with kids, then moved to a digital prototype and tested with same kids. This got them even more interested in getting into the museum itself.
Co-authorship, radical trust, open authority, new epistemology. Meaning not just imposed by museum, created by visitors. Game provides structure for dialogue between museum and visitor and among visitors.
linked data --- linked link data
identy --- similarity
logical --- analogical
prescribed --- freeform
comprehensive --- generative
Those creating network links learn network thinking.
"You kill what you categorise." @ffunch
"Tell all the truth but tell it slant" - Emily Dickinson
Image of an exhibit colocating slave shackles with fine silverware
Open Museum had a game where users posted "this image is similar to that" until the chain of images looped around to the first image again.
"Every move you make is a futher link in the pattern that connects. Every move you make is a creative leap." - Charles Cameron on Sembl
Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts
Tuesday, 20 November 2012
Wednesday, 6 June 2012
6: gamification #blogjune
Today's free association generator goes 6 > dice > gaming > gamification.
I'm simultaneously enthusiastic about and sceptical of gamification.
On the one hand, it works: offer people the chance to earn points, even if the points are absolutely meaningless, and many (not, mind you, all) will be keen to amass them. Add in team spirit and/or actual prizes and many more (though still not all) will jump on the bandwagon. If you want to get people to do something, then telling them it's a game is a great way to do it, with a pedigree no doubt much longer than the obvious fictional example.
On the other hand, is it our job to get people to do things they wouldn't otherwise want to do, or is it our job to help them do things they do want to do? If every reader should have their book according to their own needs (and not the ones they don't need), surely every library user should get the services and skills they need rather than having to accrue them all in order to compete with the Joneses?
And on the gripping hand, wouldn't it be a lot more productive to gamify proofreading of our OCR'd digitisation projects (as does the Australian Newspapers Digitisation Program) instead of gamifying checking in to the reference department?
I suppose like everything it depends on the user group, the skills, and the game in question. So I'm particularly curious to hear from readers on this one: do you know of some examples of gamification in libraries (whether an extended thing like Lemontree, or a one-off like a treasure hunt or some other competition) that have been demonstrably useful not just to the library's statistics sheets but also to the users' lives?
I'm simultaneously enthusiastic about and sceptical of gamification.
On the one hand, it works: offer people the chance to earn points, even if the points are absolutely meaningless, and many (not, mind you, all) will be keen to amass them. Add in team spirit and/or actual prizes and many more (though still not all) will jump on the bandwagon. If you want to get people to do something, then telling them it's a game is a great way to do it, with a pedigree no doubt much longer than the obvious fictional example.
On the other hand, is it our job to get people to do things they wouldn't otherwise want to do, or is it our job to help them do things they do want to do? If every reader should have their book according to their own needs (and not the ones they don't need), surely every library user should get the services and skills they need rather than having to accrue them all in order to compete with the Joneses?
And on the gripping hand, wouldn't it be a lot more productive to gamify proofreading of our OCR'd digitisation projects (as does the Australian Newspapers Digitisation Program) instead of gamifying checking in to the reference department?
I suppose like everything it depends on the user group, the skills, and the game in question. So I'm particularly curious to hear from readers on this one: do you know of some examples of gamification in libraries (whether an extended thing like Lemontree, or a one-off like a treasure hunt or some other competition) that have been demonstrably useful not just to the library's statistics sheets but also to the users' lives?
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