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The Institute of Play is growing its team and is still in search of talented players to join a range of new projects and developing initiatives. We are still seeking creative, committed and exemplary game-changers to contribute to our work as a design-led non-profit focused on the future of learning. Open positions include: Chief Operations Officer/Director of Engagement (PDF), Communications Director (PDF) and Curriculum Developer (PDF). There's still time to apply!

Serious Fun with 7Scenes

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This summer, the Institute of Play's free, week-long summer camp, Mobile Quest, worked extensively with the authoring platform 7scenes. For a camp focused on introducing sixth graders to fundamental game design concepts through the use of smartphones—7scenes provided a fun and user-friendly solution. By the end of the week both campers, game designers and parents were impressed by its feature set. During Mobile Quest, kids make and play games, learn about smartphones as game design tools and put their smarts and smartphones to the test.

Encouraging campers to see the world as their game space, 7scenes created an excellent opportunity to introduce campers to mobile games that kept them both physically active and socially engaged. This summer's focus on the concepts of game space (the area of play) and core mechanics (the player's actions) were also conducive to a location-based authoring tool like 7scenes.

Mobile Questers were first introduced to the platform as playtesters, playing an Institute of Play designed 7scenes game, Picknic at Quicknic. In this game, they used Nokia N95s as guides, alerting them to different hotspots, clues and activities, as they traversed a foreign planet that bore a striking resemblance to Washington Square Park. Next, campers were introduced to 7scenes as authors, taking a sneak peek behind the curtain to see how the Quicknik game was developed. Then, also through 7scenes, the campers were able to go back in time and get a bird/satellite's eye view of the data their gameplay generated. Seeing their movements and pictures animated before them helped to make an invisible system both visible and concrete. Suddenly the Mobile Questers had an urgent need to know: Whose information was it anyway? Where did the information go when they took a picture? Whose information was it and how did it get there?

For Mobile Quest, 7scenes proved a useful tool to think with, one that helped to introduce campers to the role of smartphones in both game and communication systems. But it was the high potential for fun in the outside world that really hooked the campers and made them eager to make their own games. Given the game challenge to design a game for Washington Square Park the campers took advantage of the variety of 7scenes storytelling modes and the inviting and map-based interface to brainstorm ideas and prototype games that would take place in the park. Working in small groups and in collaboration with their team leaders, the campers were designed simple games and stories using 7scenes. Gathering media, working from maps and using life-size game props, campers spent two days designing player experiences and putting their earlier game design lessons to good use. The camp ended with a giant playtest of seven 7scenes games, with family and friends joining in on the session using everything from iPads to N95s to play and explore Washington Square Park.

For more 7scenes and Mobile Quest fun, click here!

Mobile Quest Summer Camp 2010

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For the past month, the Institute of Play has been working hard to design games, develop curriculum and research game authoring platforms in preparation for the week-long game design summer camp, Mobile Quest. Mobile Quest is presented in partnership with the Pearson Foundation, the Mobile Learning Institute, Nokia and Parsons the New School for Design. Mobile Quest is designed for rising 6th graders and focuses on game design, smartphones and mobile literacy. This summer, over 35 kids from all over New York City will participate in Mobile Quest. They'll spend the week working with their peers and a team of expert designers and technologists to create games that engage the sights and sounds of the city as part of its game space.

On your Mark, Get Set, Go!

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The Institute of Play and a dedicated team has just completed the development of the Spring trimester's Boss Level. Inspired by the Boss Level of a video game, the climatic moment when a player uses all of his/her newly mastered skills to challenge the "boss" and all of its powers., Designed as an assessment tool to help determine how students have understood the fundamental ideas and themes that have defined the trimester. Although students do not engage in battle during the Q2L Boss Levels, students are placed in problem-rich environment and challenged to work together, analyze findings, build theories and propose solutions.

This trimester, seven groups of students were delivered a three-part challenge: to create an event, build a balanced team to participate in each event and to compete and win at the first Q2L Field Day! The students began the Boss Level practicing related skills and grappling with their design constraints—specific materials and physical actions, particular qualities or characteristics that the event should test. Students were also tasked with creating a tool that would measure their specific quality whether it was agility, brain power or strength.

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