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Robots are Eating the Building

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From the April 21st Webinar on “Robots are eating the Building: Narrative for Increased Engagement”
Andy Petroski & Charles Palmer

Stories in TV and movies are mainly meant to entertain. A story for learning should be entertaining, but also needs to be functional. The story needs to draw the players into the experience and create a bridge between characters, media elements, digital activities, and the interactive elements. A story is not only important for immediate motivation, engagement, and purpose. It’s also important for long-term learning and behavior change. Stories connect with our emotions, something that is usually lacking from traditional training, performance change, or employee engagement initiatives. Emotional experiences are memorable experiences.
Join this session to explore stories for learning within the context of Alternate Reality Games (ARGs). ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of online resources, collaboration among game players, and critical thinking related to the storyline and problem-based activities.

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Robots are Eating the Building

  1. 1. “Robots are Eating the Building: Narrative for Increased Engagement” Alternate Reality Games for Training
  2. 2. Andy Petroski Sr. New Product Development Consultant Corporate Faculty Harrisburg University of Science & Technology @apetroski www.linkedin.com/in/apetroski/ http://www.slideshare.net/apetroski
  3. 3. Charles Palmer Executive Director Professor of Interactive Media Harrisburg University of Science & Technology @charlespalmer www.linkedin.com/in/charleslpalmer/ http://www.slideshare.net/charlespalmerhu/
  4. 4. www.gamificationforperformance.com (sign up) Twitter: @ARGGamification Facebook: https://www.facebook.com/gamificationforperformance Buy on Amazon: http://amzn.to/1RKPfJN
  5. 5. What is your main reason for attending this webinar? Improve ID techniques Expand storytelling techniques Increase learner engagement Interesting topic Learning about ARGs
  6. 6. Robots are Eating the Building: Narrative for Increased Engagement Narrative for Increased Engagement Power of Story Learner Types and Story Methods Plot, Setting, and Subject Story Perspectives Story Structure
  7. 7. The Power of Story and Narrative What impact did this video have on you? | What impact do you think it had on the audience at the conference?
  8. 8. Chat: What is your favorite story and why is it your favorite story?
  9. 9. Cinderella • Stepmother • Fairy Godmother • Ball at the Palace • Prince • Glass Slipper • Happily Ever After
  10. 10. Neuromodulators chemicals that impact our behavior Acetylcholine attention Norepinephrine novelty (cool!) Dopamine reward & pleasure
  11. 11. Emotion “Although many of us think of ourselves as thinking creatures that feel, biologically we are feeling creatures that think.” (Bolte Taylor, 2008, pg. 19) – A Stroke of Insight)
  12. 12. Info Info Activity Info Quiz
  13. 13. Methods Info Info Activity Info Quiz Story Story Story Story Story Maria is preparing her expense report today. After stepping in a mud puddle on the way into the building, banging her knee on the corner of her desk, and spilling her coffee all over her receipts, she’s ready to start entering expenses. Here are the four steps Maria must remember to enter her expenses correctly.
  14. 14. Methods Story Story Story Story Story Info Reflect Evaluate Decide Apply Info Info
  15. 15. narrative observation conversation Techniques Exaggeration Humor Scenes
  16. 16. Alternate Reality Games ARGs combine real-world experience with fictional clues, puzzles and communication in a collaborative game format. The story-based and problem-based experience promotes the use of physical and online resources, collaboration among game players and critical thinking related to the storyline and problem- based activities.
  17. 17. Story Perspectives Column A Column B Realistic The story and/or the learner’s role is realistic. Connected A connected perspective is explicitly connected to the performance goals for the learner. Fictional The story and/or the learner’s role is fictional. Disconnected A disconnected perspective is implicitly connected to the performance goals for the learner. Pick one from column A and one from column B
  18. 18. Check out the “Designing game narrative” article from HitBox Team for more tips on building great game stories http://hitboxteam.com/designing-game-narrative
  19. 19. Common Story Structure • Act One (Setup) – Beginning – Inciting Incident – Second thoughts • Act Two – Obstacle – Obstacle – Obstacle – Disaster – Crisis • Act Three – Descending action – Wrap-up – End Blake Snyder’s "Save the Cat" approach
  20. 20. Basic ARG Story Components Challenge Setting Outcome Characters
  21. 21. Where to begin? 1. Initiation 2. Preproduction a. Build teams b. Define goals, objectives, and preliminary schedule c. Design the experience d. Document the idea and process e. Build a media plan f. Put it all together 3. 3. Production a. Create a treatment b. Build components c. Prepare to fail 4. 4. Postproduction 5. 5. Go live a. Hosting the game b. Starting the game c. Monitoring the experience d. Ending the game 6. 6. Debrief Brainstorming
  22. 22. 6 tips for conducting successful brainstorming sessions 1. Identify your goals 2. Decide who should attend 3. Friendly comfortable environment 4. Get brainstorming 1. Warm up 2. Brain dump 3. Divergent thinking 4. Ideation 5. Don’t discourage silence, and yes there are bad ideas 6. Know when to call it quits http://blog.hubspot.com/blog/tabid/6307/bid/26133/6-Steps-to-Conducting-a-Successful-Content-Brainstorming-Session.aspx Brainstorming
  23. 23. Brainstorming Tools http://blog.hubspot.com/blog/tabid/6307/bid/26133/6-Steps-to-Conducting-a-Successful-Content-Brainstorming-Session.aspx
  24. 24. Diverge from traditional media Traditional media production • Refinement • Off to production ARG media production • Participation evaluation • Refinement • Treatment • Off to production Outcomes Challenges Settings Characters
  25. 25. Levels of Participation and Activities Participation Activities Passive Reading, watching, collecting Active Puzzles, short challenge questions, light research or collaboration, two-way digital communication Immersive World building and customization, asset crafting, extensive communication Outcomes Challenges Settings Characters
  26. 26. Down the rabbit hole Outcomes Challenges Settings Characters
  27. 27. Location, location, location Outcomes Challenges Settings Characters
  28. 28. Location, location, location Outcomes Challenges Settings Characters
  29. 29. Location, location, location Outcomes Challenges Settings Characters
  30. 30. Creating characters… Outcomes Challenges Settings Characters • Who are they • Where do the come from • How will they interact with the player(s) • Friend or Foe? • Mix character archetypes – Flat – Round – Dynamic – Static – Stock – Foil – Confidante http://learn.lexiconic.net/characters.htm
  31. 31. Designing with players in mind Outcomes Challenges Settings Characters + the player
  32. 32. Okay, go. Outcome Challenge Setting Character
  33. 33. Questions?
  34. 34. Resources Gamificationforperformance.com [sign up for announcements] ARGNet: http://www.argn.com/ Story Impacts Learning and Performance Story Wonk Podcasts Story Idea Generator Character Name Generator
  35. 35. Resources North American Simulation and Gaming Association: http://www.nasaga.org/page/our-conferences CUNY Games Festival: https://gamesfest2016.commons.gc.cuny.edu/ Twine: http://twinery.org The Brainstormer: http://bit.ly/5_Brainstorm2 HitBox Team – “Designing game narrative” http://hitboxteam.com/designing-game-narrative
  36. 36. www.gamificationforperformance.com (sign up) Twitter: @ARGGamification Facebook: https://www.facebook.com/gamificationforperformance Buy on Amazon: http://amzn.to/1RKPfJN
  37. 37. Upcoming Webinars Levels of Learner Activity and 10 Participation Points for Gryffindor Tuesday, May 17 1 PM EST

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