=Paper= {{Paper |id=Vol-2412/paper4 |storemode=property |title=The ΠΙΣΕΤΟ Project: Storytelling Games for Groups of Visitors in Fine Art Exhibitions |pdfUrl=https://ceur-ws.org/Vol-2412/paper4.pdf |volume=Vol-2412 |authors=Maria Vayanou,George Loumos,Antonis Kargas,George Kakaletris |dblpUrl=https://dblp.org/rec/conf/smap/VayanouLKK19 }} ==The ΠΙΣΕΤΟ Project: Storytelling Games for Groups of Visitors in Fine Art Exhibitions== https://ceur-ws.org/Vol-2412/paper4.pdf
           The ΠΙΣΕΤΟ Project: Storytelling Games
         for Groups of Visitors in Fine Art Exhibitions

      Maria Vayanou1,3, George Loumos1, Antonis Kargas1, George Kakaletris2
                    1 Content Management in Culture P.C, Athens, Greece
        2 Communication & Information Technologies Experts S.A., Athens, Greece
        3 Department of Informatics and Telecommunications, University of Athens,

                                  Athens, Greece
                  {mvayanou, gloumos,akargas}@comic.com.gr
                                gkakas@cite.gr



       Abstract. ΠΙΣΕΤΟ is a project that designs and implements gameful experi-
       ences for groups of visitors, in the environment of cultural institutions. Current
       research presents the project’s landscape and we elaborate on its central objec-
       tives, overall approach and vision. The main research and software outcomes of
       the project are shortly described, highlighting key challenges that are faced in
       the whole process. Finally, authors outline open issues with a focus on person-
       alization and player data collection, sketching the path for exploring them.

       Keywords: Storytelling, Games, Fine Art Galleries, Group Visits, Mobile De-
       sign, Authoring Tools, Frameworks, Personalization, Player Data Collection


1      Introduction

ΠΙΣΕΤΟ designs gameful group experiences in fine art exhibitions, challenging the
creative abilities of the participants. Through the game, visitors are motivated to en-
gage with the artworks in new, resourceful, and personal ways. They are also encour-
aged to share their private thoughts and reflections with the group, fostering conversa-
tions and social interactions.
   To support the creation of gameful group visits, from design to delivery, ΠΙΣΕΤΟ
implements software tools for two different user types: i) Mobile applications for the
visitors, orchestrating group activities during the game, and ii) Experience Designer
Suite for the authors, enabling to create a range of gameful experience designs, tai-
lored to the characteristics of each cultural environment.
   The project has been co-financed by the European Union and Greek national funds
through the Operational Program Competitiveness, Entrepreneurship and Innovation,
under the call RESEARCH – CREATE – INNOVATE (project ΠΙΣΕΤΟ
code:T1EDK-05362).




Cultural Informatics 2019, June 9, 2019, Larnaca, Cyprus. Copyright held by the au-
thor(s).
2


1.1    Approach
Art exhibitions communicate implicit or explicit stories. Visitors are typically ex-
pected to take on a “spectator” role, and more or less follow the curated stories indi-
vidually, on their own, personal pace.
   ΠΙΣΕΤΟ seeks to investigate a different, more social and playful approach. In-
spired by Nina Simon’s reflections over the “Participatory Museum”, authors envision
cultural institutions as live, social places, where the visitors can interact and socialize
around cultural heritage content, through ludic or game-based activities.


From “Spectator” to “Participant” Visitor Role. ΠΙΣΕΤΟ assigns active roles to
visitors. It poses gameful challenges and motivates to engage with the artworks in
creative and playful ways. The visitors are asked not only to follow the exhibition’s
stories, but also to participate in group activities, and make new stories of their own.


From Individual to Group experience. People are social beings and the value of
social interactions is repeatedly highlighted in museum studies. To that end, ΠΙΣΕΤΟ
designs group experiences that carefully orchestrate moments of personal reflection to
gameful social encounters. The main objective is to cultivate face to face conversa-
tions, social activities and emotions.


From “physical space” to “experiential place”. In the course of the ΠΙΣΕΤΟ expe-
rience, participants are guided to gather in groups, narrate and perform stories in front
of their companions, make choices and discuss them. In between, they are prompted
to move freely in the physical space and playfully explore it. Through this process,
ΠΙΣΕΤΟ re-appropriates the exhibition environment, transforming it from an unfamil-
iar cultural space to a live, social playground, making it personal for the visitors in a
new way.


1.2    Find the Artwork behind the Story!
Authors leverage a storytelling game that was proposed in previous work [2], and
extend it towards several directions. The game is titled “Find the Artwork behind the
Story!” and assigns different roles to the group members: “Storytellers” conceive and
narrate stories about artworks of a cultural exhibition, and “Voters” try to find the
artwork behind the stories. When votes are revealed, the group members elaborate on
their choices, revealing and sharing their personal perspectives with the whole party
(see Fig. 1).
                                                                                         3




            Fig. 1. Gameplay and phases of “Find the Artwork behind the Story!”


1.3    Mission

The first main objective of the project is to investigate the potential benefits and im-
plications of the proposed gameful experiences, identifying promising use-case sce-
narios and concrete design guidelines. Under what circumstances may such gameful
experiences take place? Can they be combined to traditional visiting conditions? How
can cultural experts participate in the group games?
    Envisioning “game events” in the environment of cultural institutions, authors par-
ticipating in the current project plan to invite people to participate in gameful, cultural
social experiences, not just once, but over and over again, with potentially new
groups, in different environments, and with varying cultural collections. To that end,
ΠΙΣΕΤΟ pays special attention to “repeat play” phenomena and requirements, com-
plementing the original gameplay with a series of in-game activities and extensions.
    The second main objective of the project is to develop an integrated technical
framework to enable: i) quick design and creation of cultural gameful experiences,
and ii) provision of digitally enhanced, cultural journeys to groups of visitors, promot-
ing “visitor-to-artwork” and “visitor-to-visitor” interactions.
4


2      Partners

2.1    COMIC
COMIC is a private company that was founded in 2013, and has since been active in
the field of IT and telecommunications services, specializing in the cultural sector. It
covers a wide range of services related to the development of projects and IT solu-
tions for cultural institutions, developing digital applications and providing support
services for the implementation of private and public projects. Within ΠΙΣΕΤΟ, Com-
ic manages project coordination and administration, cultural experience design and
research, as well as front-end development, evaluation, results dissemination, and
finally, commercial product exploitation activities.


2.2    CITE

Communication & Information Technologies Experts S.A. is an enterprise activating
in the area of CIT services and solutions. It was founded on June 2007 and its major
activity areas include: large-scale Information Systems’ analysis and design, techno-
economic analysis and evaluation of telecommunication systems and services, man-
agement and technical ICT consulting, design and implementation of highly special-
ized software solutions, IT systems quality validation. The role of CITE within
ΠΙΣΕΤΟ in mainly centered around the design and implementation of the project’s
technical infrastructure, back-end systems, and web authoring tools, developing a
modern, extensible web service system that embeds a content management compo-
nent, able to support various gaming modes. In addition, CITE supports dissemination
and exploitation build-up for the ΠΙΣΕΤΟ platform.


3      ΠΙΣΕΤΟ Main Outcomes & Challenges

3.1    Mobile Applications
ΠΙΣΕΤΟ designs a digitally mediated group experience to support the game “Find the
Artwork behind the Story!”. It implements a mobile application that the visitors
download on their mobile devices, such as smartphones or tablets, orchestrating their
actions and location in the cultural environment, through the game phases.
   The use of multiple mobile devices entails considerable dangers that need to be
carefully considered in the group experience design. First, digital screens tend to mo-
nopolize the visitors’ attention, notably redirecting their focus from the displayed
exhibits to the mobile screen. This situation is widely known as “heads-down phe-
nomenon” in museum studies with mobile applications. Furthermore, mobile devices
are often claimed to hinder social interactions, leading to situations where people are
physically co-located, but alone in their interaction with the devices, being in a private
bubble that is often called "mobile cocoon”.
                                                                                                  5


To address these challenges, the mobile-based experience design moves away from
traditional, information-centric functionality that is commonly encountered in cultural
environments (e.g. using mobile guides). Instead, the personal devices are carefully
leveraged either as “game controls”, synchronizing and promoting the gamified group
experience [3], or as “recording devices”, cultivating performativity, social awareness
and interactions between the group members. Our primary goal is to support the rich
and fluid social interactions that were witnessed during playtesting with physical ma-
terials, such as face-to-face conversations, eye-contact, body gestures and movements.




 Fig. 2. Subset of the mobile screens’ flow, depicting how key transitions are adressed for the
              two player roles: Storyteller above the line, and Voters underneath


3.2    Experience Designer Suite
The project aims to design and technically support game-based group experiences not
only for the environment of a particular gallery, but for multiple exhibitions, perma-
nent or temporary, taking place in diverse environments. To that end, ΠΙΣΕΤΟ im-
plements an Experience Designer Suite, providing tools, templates and guidelines that
enable the designers to quickly create a variety of different gameful experiences, cus-
tomizing them to the specific needs and characteristics of each case.
   Through a web–based interface, the experience designer is empowered to upload
the cultural content that will be employed in the particular gameful design (such as
digital representations of the artworks, narratives, or other resources). Then the de-
signer may create or select one of the available “Game Templates”, customizing sev-
eral parameters of the overall experience, while also specifying and overviewing its
gradual evolution in the cultural space.
   The Experience Designer Suite also displays statistics of prior game events, such
as timing of encountered participant actions and game phase duration. The main ob-
jective of this functionality is to inform the designer how the provided mobile-based
experience actually evolved, thus enabling to further fine-tune the original design.
6


3.3    Design Framework and Guidelines
The project aspires to support the design of gamified cultural journeys for groups of
visitors, passing through different roles, places, interfaces and times. This process
bears many similarities to staging an interactive live performance, where the visitors
participate as actors in the play and define how it evolves. Obviously, the design of
such experiences in the environment of varying cultural institutions, includes several
challenges.
    A mixture of factors need to be explicitly considered during the cultural experi-
ence design, in a combined and holistic way. Gallery environment characteristics
(such as space syntax, available seating areas, artwork distribution, displayed narra-
tive labels and other resources), as well as different participant roles, timing availabil-
ity or constraints, group synchronization issues, key content, spatial and interface
transitions, access to physical resources, and personal play preferences, are only some
of the parameters that affect and shape the overall group experience.




Fig. 3. Snapshots from playtesting session with two groups of participants, at the exhibition
“Van Gogh Alive – The Experience”, Athens Concert Hall, Megaron, March 2018.

The diversity of the potential scenarios poses the need, not only for authoring tools,
but also for a conceptual framework that includes customizable templates along with
fine-grained guidelines, to ease the creators in this intricate experience design process.
In order to gradually reach a series of concrete design principles and guidelines,
ΠΙΣΕΤΟ performs a series of playtesting sessions and user studies in different galler-
ies (Fig. 3, Fig. 4). Authors leverage the trajectories HCI framework for the analysis
of the participants’ behavior, and they proactively apply it in the design of the pro-
posed mobile-based, gameful experience.
                                                                                              7




Fig. 4. Snapshots from playtesting session with the artist, Stefanos Rokos, joining one group of
participants, at the exhibition “«Stefanos Rokos: Nick Cave & The Bad Seeds’ No More Shall
We Part, 14 paintings 17 years later»”, Benaki Museum, May 2019.


Trajectories
The trajectories framework [5] has proved to be a valuable instrument so far, enabling
us to clearly reflect and investigate many of the aforementioned issues, in a combined,
holistic way. It has provided us with key sensitizing concepts, guiding the analysis of
the experience, and helping us structure the entire design with regard to its comple-
mentary main objectives [4].
    Thinking in two levels of scale, authors have decomposed the overall experience
in local and global trajectories, separating the experience design issues that strongly
relate to contextual parameters and requirements (imposed by the physical environ-
ment), from the core game procedure (i.e. the episode), which in fact is not closely
tied to particular environmental conditions. In this way, each trajectory design practi-
cally addresses different, yet complementary goals. The local design focuses on or-
chestrating group interactions through the mobile application, while the global focus-
es on the bigger picture of the visit, examining how to tailor the gamified experience
through the web authoring tools, so as to be aligned and better match the physical
environment, which is the “stage” of the group play.
    The emphasis that trajectories pay to the gradual progression and temporal conti-
nuity of cultural experiences, made us also realize that, the gamified journey unfolds
even beyond the scope of each gameful visit, thus driving us to investigate this issue.
Although the effects of repeated play are well known and addressed in digital, as well
as board games, they are not commonly addressed in the design of cultural gamified
experiences, a point of concern, since “repeat visits” are one of the central goals in the
cultural heritage field. To that end, ΠΙΣΕΤΟ examines the impact of prior game par-
ticipations on player behavior, engagement and expectations, and explores how to
model and address this issue.
8


4          Open Issues

4.1        Personalization
Playtesting with the game “Find the Artwork behind the Story!” has revealed highly
different player expectations and behavior, over the following main aspects [1,2]:
      1.    Pacing. Some participants repeatedly dwelled on the artworks, examining in
            detail several candidates. On the contrary, other participants maintained a
            quick pace throughout the whole experience, thus often experiencing long
            waiting times.
      2.    Competition. This aspect was regarded in tremendously different ways.
            Some players practically ignored the scoring aspect, or even expressed a
            strong dislike on “the feeling of losing or winning”. On the opposite direc-
            tion, several players focused notably on scoring, highlighting the lack of ob-
            jectivity and competition as the main game shortcomings.
      3.    Engagement with narratives & learning expectations. Some visitors sys-
            tematically went through narrative labels and data, often focusing on the
            learning dimension of their gameful experience, while others showed a ten-
            dency to ignore textual information in general, mostly focusing on visual as-
            pects or creativity tasks.

    The value of personalizing gameful systems to each participant is highlighted in
several works [6] and different user typologies have been explored to that end, such as
personality traits or player types (a comprehensive review may be found at [7]). The
challenge here is, that individual player preferences may vary significantly between
the members of the same group. Therefore, the main issue that ΠΙΣΕΤΟ plans to in-
vestigate is how to tailor the shared, group experience, in order to better suit the per-
sonal preferences and styles of ALL its group members.
    In addition, besides its gameful dimension, the proposed experience takes place
inside a cultural environment, under the context of a cultural visit. So, an important
aspect to consider along is, how do player preferences and user traits relate [8] to the
various visitor types [9], personas [10] or/and visiting styles [11] that have been
traditionally identified and reported in cultural studies?


4.2        Recording Activities & User Data Collection
Noticing the wealth of user generated stories and input acquired while playing the
game, it was recently decided to introduce recording activities and roles, at various
points of the game experience. For instance, a temporary “Story Recorder Role” was
added in the mobile-based design, which is taken on by one of the Voters. The Re-
corder performs the exact same activities to the Voter, but is also responsible for cap-
turing the Storyteller’s performance with his/her personal mobile device, during the
Storytelling phase of the game.
                                                                                                 9


    Our motivation for adding the Story Recorder role is three-fold. First, by explicitly
signaling a recording action before Storytelling, authors wish to highlight and pro-
mote the performative dimension of this phase, thus further prompting the Storytellers
to engage into the storytelling activity in a theatrical way. Second, the acquired re-
cordings provide valuable multimedia resources for the creation of personal or/and
group digital souvenirs from the gamified experience. Souvenirs (video or photo-
graph) relate to the concept of historic trajectories, reviewing parts of the participants’
past experience. Depending on the participants’ personal preferences, souvenirs may
be shared between the group members or uploaded to their social networks.


Digital Player Souvenirs
     To investigate the value of digital souvenirs from the participants’ perspective, an
image souvenir was created for each of the playtesting groups that was conducted in
our previous work [2]. The souvenirs reviewed the participants’ stories, depicting the
artwork that each Storyteller selected along with the corresponding story underneath
it, as well as a couple of screenshots from the group experience (Fig. 5). One to three
weeks after each session, the group souvenir was e-mailed to all group members and
the participants were asked to individually answer the following question: “Would you
like to receive such a souvenir after your game?” (in a 5-Likert scale). The overall
feedback was very positive: the average score of 23 participants reaches 4,7 (out of 5)
while in many cases the participants added qualitative comments, expressing their
appreciation of the souvenir or their willingness to participate in future studies.




   Fig. 5. Sample digital souvenir depicting the Storytellers’ stories and artowrk selections.
    It is worth noting that one participant reported in his email reply that he had talked
about his game experience to his friends and plenty of them asked when future studies
are going to take place, expressing their eagerness to participate. Although this com-
ment does not relate to the value of the digital souvenir itself, authors wish to stress
out that it was the action of sending the souvenir that paved the way to receive this
comment, re-opening a channel of communication between the participant and the
game facilitators. Authors believe that the affordances of souvenirs towards re-
engaging the visitors and inviting them into future cultural game experiences is a very
interesting issue that needs to be further explored.


Leveraging the Players’ Input
   Finally, the collection of user-generated stories provides a valuable pool of re-
sources about the particular collection of artworks, with multiple potential uses. For
example, the collected stories may be leveraged within the gamified experience of
10


other groups. In a “Short Edition” of the proposed game, the “Story Making” phase is
entirely skipped; pre-existing stories are displayed instead, hence assigning the Voter
role to all group members. The stories collected from preceding game sessions may
provide the employed “pool of stories”, and be presented to new groups of visitors,
who join the “Short Edition” of the game.
    Most notably, authors believe that the participants’ stories, comments and expla-
nations may indicate or even reveal parts of their internal meaning making processes
from visiting the exhibition. So, it is suggested that players’ input may be also viewed
under the lens of visitors’ feedback, potentially informing the curators of the gallery
over the visitors’ personal thoughts and understanding, acquired while/after visiting
the gallery. However, sharing group recordings to external parties (i.e. other visitor
groups or curators) raises critical GDPR issues that need to be carefully considered
and regulated. In addition, the manual inspection of all players’ video recordings will
probably be rather overwhelming, particularly as the amount of collected data in-
creases, thus posing the need for automated multimedia processing and analysis,
along with novel reporting and summarization techniques.
    Finally, on another direction, the analysis and mining of co-occurrence data that
emerges during the “usage” of the game (such as frequently “co-voted” or “co-
selected” artworks), may reveal new forms of semantic relations between the em-
ployed works of art, originating from, and thus reflecting, the players’ perspectives.


5      Conclusions

Cultural storytelling games provide an excellent “tool” for creating engaging visitor
experiences that challenge the visitors’ creative abilities and foster social interactions
in groups. Most notably, the user generated stories provide an incredible, resourceful
source of input. Its exploitation shows exciting potential to advance the communica-
tion and establish an open dialogue between the main end parties that are involved in
a cultural experience, i.e. the curators or/and artists who create the exhibitions or/and
the displayed artworks, and the visitors of the cultural exhibitions.


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