Challenging interactive activities that educate, entertain, and may involve competing or role playing. Augmented Reality entries merge the real world environment with digital imagery and interfaces via Q codes, cameras, Tag and more.
Jury Chair: Lindsey Green
Director at Frankly, Green + Webb, UK
GOLD: Tate Trumps
Tate Modern, Hide&Seek, Tate Media, Mobile Pie, and Play Nicely
Judges said: Tate Trumps takes an old childhood favorite game and gives it new life, providing an art gallery experience that is socially, intellectually, and physically engaging. Visitors are encouraged to evaluate artworks on visual criteria, creating interesting conversations between participants, and making the experience accessible for audiences of all ages. The experience is both playful and social and fits well with mobile technology. The app shows a real understanding of game mechanics and applies these in a creative and engaging manner to an art museum experience. Rather than being technically innovative, this app focuses on innovation in the structure and nature of experience an art gallery but it does, nevertheless, make good use of the wifi infrastructure, mobile technology, and the gallery space.
Producers said: Tate Trumps is an iOS game you play with the art on display at Tate Modern. Can you choose the artworks in the gallery that would win in a fight? or gauge a painting’s mood: menacing, exhilarating or absurd; or play practicality off against fame to build the ultimate art collection? Players roam Tate Modern, choose seven high-scoring artworks, and then, alone or with friends or family, play a fast-paced and strategic game of Trumps with the art collection that they’ve created.
SILVER: GISKIN ANOMALY
Balboa Park Online Collaborative, Writerguy, and Robb Mills Studio
Judges said: The judges were impressed by the way this project has been designed to harness the most basic and traditional forms of mobile technology to deliver a very innovative experience in the park. In doing so, they made the game available to the widest possible audience and challenged any assumption that innovation requires new technology. The game makes great use of the park space and invites the audience to discover a different perspective on the park by involving them directly within the narrative. The jury panel made particular note of the quality of design and graphics included within the signage and marketing.
Producers said: GISKIN ANOMALY is an “alternate reality” cellphone adventure to be played in Balboa Park, San Diego. Visitors to the park use any cellphone to eavesdrop on two electronics hobbyists who are using an “anomaly detector” to unearth thoughts from out of the past. Visitors simply call in and listen to voicemails: the voicemail messages enable the visitors to follow in the footsteps of the hobbyists and discover discreetly placed markers in the park. As they go, visitors also absorb art, culture and the history of significant park locations, and as the hobbyists piece together a dramatic story about a young couple caught up in the events of World War Two, visitors gain perspectives on the forces of history that were instrumental in shaping Balboa Park and San Diego.
GISKIN ANOMALY: 877-737-3132.
Head of Digital Media, National Maritime Museum (and Royal Observatory Greenwich)
Programme Manager, Special Projects Public Engagement, The Wellcome Trust
Creative Director, Preloaded