Wollaton Hall Awards provides an avenue for historical learning through gaming. Its main objective is correct solution of questions regarding various facilities, which ultimately leads to attainment of an award. Furthermore, the players get to discover different important locations in a museum. There are two essential tools in the game website: Google Quiz and Wander Anywhere. The player is therefore required to install QR reader and Artcode to their device to scan the required pictures while playing.
The players start from their location of choice and this are guided by several pages found in the website. Next, the players use the QR code or Artcode application to scan the required picture after which they are then prompted to the question page. After correctly answering the question, they should enter the email address belonging to the observer. Consequently, the players are required to submit their answer after which the observer receives an email calculating the number of points garnered by the players.
As such, the players should aim at answering every question linked to the various facilities in the map. If the player answers all the questions correctly, they are issued with an award courtesy of Wollaton Hall. Moreover, the game is so flexible that the player can change their game structure daily by varying the number of questions, players and points. The player should therefore follow the outlined structure of every page in the website.
Ideation cards were very essential in development of the game as it made it clearer and more interesting. The cards vary from questions, opportunities and challenges. The question cards are five in number and include: Target Group, Challenging, Indoor and Outdoor, Number of Players as well as Fun and Joy. They help in creating a clear picture of the entire game. On the other hand, opportunities cards include Mini Game, Scavenger Hunt, Manual Interaction, Fitting Locations and Useful Props.
The opportunities cards are essential in enabling the designer to add enjoyable and interesting features. Moreover, the challenges cards provide a variety of obstacles, which the players should aim at avoiding for them to score more points. They include unstable connectivity, unclear instructions, battery life, getting lost and phone zombies. Collectively, these three cards were very essential during the entire process of designing the game.
Moreover, the game consists of the information page for each player followed by seven locations as well as the last location where the players receive their gifts. The game was tested accordingly where errors were identified and rectified. The pages were also numbered with each containing a description of the specific place. However, the GPS doesn’t function while the player is inside the museum and it also takes time to operate once one is outside the museum (Benford et al., 2006).
The game doesn’t require the players’ full concentration on the devices’ screen since it doesn’t affect the players’ level in the game. As a way of saving on the device’s battery life, the game doesn’t contain videos or sounds (Kennedy et al, 2011). In terms of network, the player is required to use personal mobile data to participate in the game. Moreover, since the game doesn’t contain heavy media for download, the player is able to save on data costs. Furthermore, the game can be played on every mobile platform such as Samsung and iPhone.
Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. and Row-Farr, J., 2006. Can you see me now? ACM Transactions on Computer-Human Interaction (TOCHI), 13(1), pp.100-133.
Kennedy, M., Venkataraman, H., & Muntean, G. (2011). Energy Consumption Analysis and Adaptive Energy Saving Solutions for Mobile Device Applications. Green IT: Technologies and Applications, 173-189. doi:10.1007/978-3-642-22179-8_9