Playing in the Past (Spring 2011 | Volume: 61, Issue: 1)

Playing in the Past

AH article image

Authors: Eric Stange

Historic Era: Era 10: Contemporary United States (1968 to the present)

Historic Theme:

Subject:

Spring 2011 | Volume 61, Issue 1

Three years ago a tattooed, half-naked bodybuilder crashed a Boston conference to announce . . . something having to do with the Smithsonian’s Luce Foundation Center for American Art. For those in the know, his (temporary) tattoos depicted art objects from the center’s collection, the first of many clues in a new scavenger-hunt type of game based on the center’s collection of art and artifacts. Called Ghosts of a Chance, it explored the leading-edge world of alternate reality games (ARGs): Internet-based, mobile-phone-enabled games that blend real-world sites and situations with fictional plotlines and characters.

The game’s plotline revolved around two young 19th-century curators possessed by spirits. “The narrative was steeped in history,” explains designer John Maccabee, whose San Francisco–based company CityMystery created Ghosts. “I drew from many texts, including my favorite mainstay, Samuel Eliot Morison’s History of the American People.” Maccabee acknowledges that the ARGs’ blending of fiction with reality makes such games unreliable as sources of fact. “They do, however, use everything at hand to advance knowledge,” he said, “so they’re a great resource to introduce students and adults to history.” Ghosts of a Chance proved successful enough to open the door to a much more ambitious ARG called Pheon (www.pheon.org), which the center launched last fall.

Like its predecessor, Pheon requires players to complete tasks, create or document objects, and post evidence online to move ahead. Part of the goal is to engage people—particularly young people—with American art, says Georgina Goodlander, who oversees the center’s game projects. Players receive clues on the Internet and through their cell phones, which steer them to the center’s collection to identify artifacts that can help them solve the puzzles. In Ghosts of a Chance, players learned the history of items in the collection, explored the social and cultural contexts in which they were created, and analyzed the material and physical conditions through which they were constructed. “It wasn’t just to teach people about particular objects, but more to show that there’s always a story—a context—behind every one,” explains Goodlander.

She believes that ARGs and other computer-based games also have the potential to make valuable contributions to museums and other scholarly research efforts. For example, Pheon asks its players to snap a picture of “a useful tree” and post it to the website with information about it. Game players may be unaware, but they are thereby contributing to a massive online effort called the Encyclopedia of Life, a multi-institutional collaboration that is creating a digital archive of every species on Earth. The game is an example of curatorial “crowdsourcing,” an online phenomenon in which virtually anyone can become a museum contributor. Such crowdsourcing projects at several historical collections have enabled curators to gather valuable information on obscure artifacts in their collections, as well as to compile item keywords. Crowdsourcing also serves broader curatorial purposes.

The Minnesota History Center’s MN150 wiki project asks, “What person, place, thing, or event originating in Minnesota do you think has transformed our state, our country, or the world?” The 1200