(written as advance thoughts for a talk called “Touch_Start: Designing Interactive Game-Based Elements”, given at ALA The Future Is Now: Libraries and Museums in Virtual Worlds conference for on March 5, 2010)
In 3D virtual spaces, interactive objects, game elements, and game-based interactivity can make this type of immersive learning a reality. I’ve been re-reading Janet Murray – especially the chapters in Hamlet on the Holodeck: The Future of Narrative in Cyberspace (MIT, 1997) that deal with interaction, immersion, and agency. Murray, and other scholars who stalk my bookshelf including Ian Bogost (Persuasive Games [MIT, 2007]), and Edward Castronova (Synthetic Worlds [Chicago Press, 2005], Exodus to the Virtual World [Palgrave/MacMillan, 2007]), Chris Crawford (On Interactive Storytelling [New Riders, 2005]), see immersion happening in familiar places, like the epistolary novels of the 18th century – as well as in virtual spaces that tell stories for historical and educational purposes. Then they take these links one step further, emphasizing that the computer making our connection to these spaces gives us agency (the ability to direct events), and that interactive objects within these spaces both enhance agency and deepen immersion.*
Steamfish is a steampunk-themed game designed for high school students in order to teach principles of controlled clinical trials. The game element here is a series of adventure-quests tied to building the tools and skills necessary to signal for rescue from a terrible crash; meantime, the students are afflicted by the same game engine with scurvy – and go through the clinical trial pioneered by Dr. James Lind in 1748. Steamfish is filled with interactive objects that provide period-relevant information on morse code and medical theory, as well as clues to solving the quests. These clues only become available once the player has reached a certain level in their quests, so achievement and perseverance is rewarded.- Plan immersive environments, not just objects: the act of moving through a 3D space can be as educational as the interactive objects.
- Develop avatars that are environment-accurate: giving visitors a taste of what it is like to ‘be there’ by outfitting their avatars allows them to take up roles in the game much faster.
- Have a deep environment - backstories, links to other histories, related items: don’t stop with the need-to-know stuff. Put easter egg items in places for visitors who wander off the path – this encourages exploration, and rewards people who look closely.
- Know your goal from the outset: Have the primary goal or goals clear from the planning stage and check that all elements of the 3D environment support those goals, or at least do not distract from them.
- Know your audience: Different audiences have different learning styles, and different abilities to engage and to try unfamiliar tasks. The more you can define your audience, the more you can refine the space for those learning styles and needs.
- Have a rising scale of complexity: You are introducing visitors to a new visual environment, if not to a new technological environment. Giving them simple tasks and challenges at first, and offering simple interactive tools to complement more complex ones throughout, can encourage people to take more risks. Don’t give in to the temptation to make everything easy though! Challenging tasks are important too – just as they are in the real world. Those who complete the challenging tasks should be richly rewarded.
- Have mulitple areas of activity: Don’t limit your interaction areas to one focal point – Rezzable is extremely good at creating environments with multiple activity areas, and there is a good reason why: multiple areas offer different perspectives, different connections, and move visitors through the region. They also keep a knot from forming around one space.
- Give feedback early and often: Let people know what you want them to do, let them know when they’ve done it, and let them know what you want them to do next. Offer encouragement and hints along the way, the ability to review instructions, as well as interactive points that reinforce what they’re doing.
- Be generous: be generous in your feedback, above – and also with rewards. Wearable items, things that aren’t available anywhere else, are great ways to let visitors show their achievements.
- Keep your sense of humor on: whether your subject is serious or silly, or somewhere in between, players are more likely to stay and to call their friends in if you don’t take things too seriously all the time. When appropriate, injecting elements of whimsy in your feedback, your rewards, and your activities is key for creating an experience with character, and not just information.
- Plan for synchronous and asynchronous activities: Visitors may come from anywhere in the world, at any time. Asynchronous activities allow people to engage with your space and the challenges you’ve set on their own time. Having live (synchronous) events and field trips as well allows for visitors to build connections with like-minded people, ask questions, and create learning teams.
- Have a web area for reflection, documentation, and competition: Virtual environments are well complimented by web pages that show what a visitor has done or seen, as well as how they’re doing. This gives space for reflection on a task as well as sparks competition among visitors to gain more skills and visible rewards.
- And most importantly – have great content. When you make a virtual space, most people aren’t going to come see it just because it’s cool tech. People are going to come because you’re giving them something they need – a new way to see, and learn, rewards for trying new things, and a community of similar interests. Virtual museum and learning spaces need to provide or have access to the best in content, ongoing content creation, and interactivity in order to become places people want to go to, return to, and learn from. These may augment real-world learning spaces, and they will most certainly provide more access, at less environmental cost, to more learners.
Fran Wilde develops interactive and immersive environments for Rezzable, Inc., and was recently Visiting Fellow in Virtual Worlds with The University of the Arts, Philadelphia. She holds a Master of Fine Arts in writing and a Master’s Degree in publications and interaction design, and has fifteen years of teaching experience, from high school to graduate-level studies.




I can see where “wearable” devices will be more useful to link us to the net and authenticate us. Finally the Dick Tracy watch? The content online will also be more visually oriented to convey more information faster, and better. Now could well be the 










