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How are museums using play to transform their galleries? At the newly opened Young V&A, we believe play is central to how children and adults learn and engage. To this end, we have embedded play throughout our galleries, in particular the gallery dedicated to play itself! Hear from the V&A Interpretation team how we have created opportunities to ‘play’ with our collection, from on-gallery interactives to graphics that game-ify the displays, loose parts to digital games. We will showcase the new gallery scheme, and some of the key challenges and practicalities to consider when creating playful gallery experiences.
Gallery Children’s Biennale has been one of National Gallery Singapore’s signature event for children and family audiences since 2019. The most recent edition, launched in May 2023, came just after COVID-19 regulations were lifted. How do we revert to tactile play at the museum in a world that is just coming out of the global pandemic? What role does digital play still have in today’s landscape? How do we balance hands-on learning while exploring the possibilities of digital experiences? These are some of the questions we had and will continue to uncover together in our presentation.
The National Museum of Qatar believes that learning can be fun and exciting. It therefore incorporates games and playing in everything it does! Younger visitors and families are core audiences for the museum and therefore providing playful experiences for them that facilitate intergenerational learning has been very central in the museum’s agenda since its inception. Three playgrounds in the outdoor spaces of the museum and six family sections within the permanent galleries are the outcome of our efforts to this point. What did we learn from this effort so far? How can we share the main stories of our permanent galleries in a playful and exciting way with our audiences? This is what we are going to focus on in this presentation and explore together. Please join us as we delve into the significance of play in breaking down barriers and reshaping visitor perceptions of a museum, inspired by local values and traditions.
Using the development of a new outdoor play space and play themed public programme as a catalyst for change, the National Maritime Museum have been investigating how to support play for all ages and abilities beyond designated children’s galleries. Delegates will explore what play is, what it means at NMM and the challenges and successes we have worked through to define this. Delegates will hear about experimental, low tech, rapid response approaches to play including gallery interventions, play training, consultation and a play artist in residence. Working from practice up into policy and how we have brought other teams along the journey in the museum to make it happen.
Collections & Public Engagement Officer Megan Christo and Community Connector Jenny Wang will share their experience co-producing and delivering playful half term events at the Museum that bridge the gap between on-display objects and family visitors. Megan and Jenny collaborated with local Chinese people to decolonise the family programming through object research and playful activities. Each family investigated the histories and stories of Chinese Musical instruments cared for at the museum, sharing their new knowledge with visitors alongside live music from the Silk and Bamboo Orchestra and traditional folk puppetry performed by Jose Navarro.
What happens when an art museum reevaluates its role in a community, not only as a place that displays human creativity, but as a place that is catalyzing visitor imagination and critical thinking through play? The Columbus Museum of Art did just that by developing a participatory gallery that invited visitors to think and play like artists. The research conducted, measured six types of play and how visitors engaged with materials, ideas, and each other. Today, the Grand Rapids Art Museum is spring boarding from that research to develop intentional play outcomes for unfacilitated participatory experiences throughout the museum.
How do you design a space for play? Learn how a unique partnership with the LEGO Foundation led to the design and construction of a space for play during the groundbreaking renovation of the Buffalo AKG Art Musuem. Hear about our successes, mistakes, and ongoing learning lessons as we opened a dedicated space for play in the heart of the museum.
How do you do literacy with kids who can’t read? Share books with book-refusers? Get a class of wriggly primary school children completely enraptured for an entire hour, whilst making their teachers happy? Get kids and parents to play together? Sharing the secrets of our hands-on exhibition design at Discover Children’s Story Centre as it has evolved from flat panel displays to immersive, inclusive play spaces with 75,000 visitors a year, on a tight budget, in the heart of one of the most diverse, deprived and exciting boroughs in London.
When we view art experience as a contemplative pursuit, the implication is that it is a disembodied experience. However, mind and body are inextricably linked when looking at art. The body, as an active partner, responds to the physical and environmental qualities of a work of art in a museum space. A person’s embodiment shapes their experiences in galleries and informs their perceptions of art objects. In turn, works of art offer opportunities for action, whether they call on their original functions or contemporary applications. To quote from our recent publication, Activity-Based Teaching in the Art Museum: Movement, Embodiment, Emotion, “The play of art occurs when we are touched by a proposition, a. .n address, an experience that so captures us that we surrender readily to our impulse to play along” (Kai-Kee, Latina, Sadoyan 2020, 52). When we engage in play with a work of art, we inquire, “What is it asking me to do with it?”
Play, real play, produces pockets of freedom in larger systems. Playful moments within the rigor a museum galleries can be like “temporary autonomous zones,” the term coined by Hakim Bey (aka Peter Lamborn Wilson) to mean “fleeting pockets of anarchy that occur in daily life.” In this session, the speaker shares stories of moments when museum temporarily become something different, from a Lucha Libre wrestling match in the atrium of a Natural History Museum to a Penguin Disco at the entrance to an aquarium habitat, complete with a “fishco ball.” How might this type of temporary remapping via playfulness change the kinds of learning that happens in museum— especially when the goal of such playfulness is not learning at all?
Discover the untapped potential of harnessing the gaming community’s expertise in modern museums. Together, we will shed light on the diverse ways consulting with the gaming community can revolutionize curatorial, archival, and conservation practices. From world-building to data management, gamers bring fresh perspectives and technical skills, which can be utilised in the creation of immersive exhibits and the preservation of digital games and accompanying virtual objects. Through community consultation, we can embrace this innovative approach, forge connections with gamers, and reimagine the museum experience for future audiences.
The do’s and don’ts of designing an escape game in a building where everything is worth a fortune. From crafting a story based on the collection, to secretly educating young players about art history: we share our lessons learned on the influence of timing, wording, things to watch out for (looking at you, piano that got taken away for restoration while we made a puzzle around your broken keys!), the use of actors and how to cater to both kids, adolescents and adults. Oh, and did we tell you we got 10.000 extra visitors to the museum in 3 months?
As we consider the different audience segments that engage with museums on-site and online, we’ve found that the Funseeker is a powerful group in terms of engagement. We’re learning to tap into that fun-seeking motivation through online games.
Can you create an art gallery in an alternate virtual reality that visitors will want to explore in real time, in real space? Join the journey of Wolverhampton Art Gallery and Digital T students from Walsall College to create a Roblox escape game in a dystopian version of reality. Looking for the place where creativity, technology, in person experience and digital discovery collide, the Escape the Gallery project was a jump into the deep end of hybrid gaming experiences with a steep learning curve and some fun along the way.
The National Railway Museum in York opened a new Wonderlab: The Bramall Gallery this summer. Wonderlab is an interactive gallery where visitors can explore how the railways work and get hands-on with exhibits by thinking like engineers solving problems make things work and make things work better. One of the exhibits we commissioned was by artist Pippa Hale who makes playable installations. We’ll talk about her artwork ‘Play Revolution’ and why we commissioned it, how it encourages visitors of all ages to reconnect with their playful selves and why this is important in a world where so much of our daily lives are mediated by screens.
This presentation will the share key findings from the creation of “Farming Adventure”: an accessible and digitally immersive tractor game that encourages play and learning at the Canada Agriculture and Food Museum. Through collaboration with the accessible community, rapid prototyping, and user and accessibility testing, feedback was incorporated in multiple stages throughout the process, leading to a more inclusive and engaging experience for its many visitors.
What do you think of when you hear the words “history museum”? At the Fairfield Museum and History Center in Fairfield, CT, we bring people together. Through our dynamic slate of exhibitions and programs, the Museum balances the serious and the fun, aims to teach young people about the value of history, and builds a sense of community. While certain exhibition spaces and interactives are designed for children, the Museum builds in opportunities for intergenerational and lifelong learning. Discover the low-tech interpretation and audience engagement strategies that the Fairfield Museum uses to make history personal, engaging, and meaningful.
Games and interactives engage children, which can be made even more powerful by facilitating meaning-making – a popular yet relatively abstract theory. Meaning-making is often difficult to measure and therefore implement consciously due to its personal nature. In this session, a case study will be discussed which reveals how play-based learning fosters active engagement, curiosity, and a sense of ownership over the learning process. Learn how museums can optimise their interactives by encouraging meaning making to create more personal connections and and impactful experiences, in a playful manner!
Are you playtesting your games? Be honest. User testing doesn’t need to be elaborate, academic or extensive. A few informal playtests can mean the difference between a game that’s a successful light lift and a game that’s broken, frustrating and hard to use. In this talk, three experienced game designers and museum professionals will discuss how they test games in their spaces, and give tips and tricks to make playtesting a regular, easy and even fun part of your game design process!
ACMI‘s Game Lessons Library provides teachers with free lesson plans to bring the classroom syllabus alive and to get students engaged and excited. We showcase the indie-comedy hit game Untitled Goose Game and use it as a springboard for integrating media and literacy with reluctant readers to show you how easy game-based learning can be.