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Description

This book bridges the gap between museum professionals and game designers, providing strategies for creating engaging digital, analog, or digital/physical games for museums. Through a series of examples, templates and activities, readers of this book can learn a structured process of game design, including approaches for how to:
- Establish design parameters
- Build simple wireframes
- Create prototypes
- Work with contractors
- Build basic budgets and schedules
- Engage visitors as testers and collaborators
The book highlights the continuous cycle of testing and improvement that makes games such a lively and vibrant medium for visitor engagement. All of these techniques are tailored to the unique challenges of designing games in the museum world and include practical considerations on how to build with and within an institution.

Accessibility Information

Additional accessibility information

  • EPUB 3.0
  • Conforms with the requirements of EPUB Accessibility Spec v1.1
  • WCAG level AA
  • WCAG v2.2 compliant
  • accessibility@bloomsbury.com

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The publication contains no hazards

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  • No accessibility features offered by the reading system, device or reading software are disabled or otherwise unusable with the product
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Rich content

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Table of Contents

Table of Contents

Preface
Chapter 1. Play
Chapter 2. Permission
Chapter 3. Planning
Chapter 4. Parameters
Chapter 5. Proposals
Chapter 6. Playmaps
Chapter 7. Playtesting
Chapter 8. Production
Chapter 9. Postmortem
Index
About the Author

Product details

Bloomsbury Academic Test
Published Feb 19 2026
Format Ebook (Epub & Mobi)
Edition 1st
Pages 152
ISBN 9798216379775
Imprint Bloomsbury Academic
Illustrations 23 bw illustrations
Publisher Bloomsbury Publishing

About the contributors

Author

Kellian Adams Pletcher

Kellian Adams Pletcher is an educator, multimedia…

ONLINE RESOURCES

Bloomsbury Collections

This book is available on Bloomsbury Collections where your library has access.

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