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From Global Games to Re-contextualized Games: The Design Process of TekMyst

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Abstract

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of four guiding principles: (1) immerse oneself in the new learning context, (2) collaborate with locals to balance the efforts towards a common aim, (3) reconsider the design solutions to achieve the common aim and (4) be constructive and critical in your contribution.

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Acknowledgement

The authors would like to express their appreciation to the SciFest organizational team for their trust and support, and the festival’s exhibitors who allowed us to use their subject content in SciMyst. In addition we would like to express our gratitude to the personnel of The Museum of Technology in Helsinki and to Marjo Mikkola who allowed us to test TekMyst. We especially want to express our gratitude to Leenu Juurola and Riina Linna who created the content for TekMyst and who have supported us unconditionally.

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Correspondence to Carolina Islas Sedano .

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Islas Sedano, C., Pawlowski, J., Sutinen, E., Vinni, M., Laine, T.H. (2011). From Global Games to Re-contextualized Games: The Design Process of TekMyst. In: Ma, M., Oikonomou, A., Jain, L. (eds) Serious Games and Edutainment Applications. Springer, London. https://doi.org/10.1007/978-1-4471-2161-9_11

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  • DOI: https://doi.org/10.1007/978-1-4471-2161-9_11

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