Annual Muse Award Winners
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2008 Muse Award Winners: Games
Entries are interactive activities that are educational and entertaining, and may involve competition or role playing.

Jury Chair: Len Steinbach
Cultural Technology Strategies

GOLD: Betwixt Folly and Fate
Colonial Willliamsburg Foundation and eduweb

Judges said:
This "game" makes you think and feel and wonder as you assume the role of a character in the Williamsburg, Virginia of 1774. Whether as a member of the gentry, a midwife assistant, a young female slave, or a free black man and carpenter's apprentice, you soon learn, as the introduction notes, "that even on ordinary days the simplest choices can determine your future." Judges were engaged and emotionally affected and some spent hours assuming new roles or exploring the ramifications of alternative choices. The environment, a replica of part of Colonial Williamsburg, is attractive and navigation aids assure that players need not stray off course. The narratives are easy to follow and the prospect of returning to the game as different characters is seductive. This is an effective tool for self-directed learning, as part of formal lesson plans, and as the core of thoughtful discussion of history, ethics and culture. In creating this game, Colonial Williamsburg Foundation seems to have looked deeply into the essence of its mission. It has parlayed its mastery of storytelling to bring players right into some of the stories it finds most profound. And those stories are likely to stay with its players long after the game is done.

Producers said:
Betwixt Folly and Fate is an immersive 3-D role playing game that places players in 1774 Williamsburg as one of four characters: an enslaved house servant, a free black carpenter, a midwife's assistant, or a young gentleman. In each role, players face the challenges of daily life in early America while learning about the social classes and customs of the time. As players pursue their characters' goals, they explore a large portion of eighteenth-century Williamsburg, Virginia, roaming the streets and meeting people in shops, taverns, the Courthouse, and private homes. The town is populated with dozens of characters, including George Washington, Thomas Jefferson, and Patrick Henry. Players may also bargain for goods with shopkeepers and try their hand at several colonial games. Betwixt Folly and Fate is a part of A Day in the Life, a DVD and CD-ROM set featuring various stories of Williamsburg residents for students in grades 4 through 8.
http://www.history.org/history/teaching/dayinthelife/interact_role.cfm


HONORABLE MENTION: Room of Wonders
French Regional American Museum Exchange

Judges said:
The judges found Room of Wonders very engaging and enjoyed its multifaceted approach to discovering and understanding a historic cabinet of curiosities, its collector, and the diverse range of treasures it holds. By allowing players to virtually "explore the globe" in search of specific objects to complete the collection, the game conveys a sense of exploration of the time and the broad array of objects which were so novel to that time. Judges were impressed that the game goes beyond just an exploration of works of art and curiosity. In presenting itself in both French and English it can awaken a new sense of cultural awareness. By drawing from the collections of 18 French and American museums it demonstrates the power of creatively bringing the resources of diverse museums together. By linking back to the museum websites and their broader collections it provides children with a wonderful ongoing opportunity for personal exploration and discovery.

Producers said:
"Room of Wonders" or "Chambres de Merveilles" reconstructs a curiosity cabinet begun during the 18th century by President de Robien, a scholar from Rennes, France. His curiosity cabinet brought together objects from different parts of the world, representing different eras and all the natural kingdoms: animals, plants, minerals, illusionist paintings, and other curious objects. A bilingual program in French and English, the game targets 8 to 12 year olds in both the US and France. Produced by FRAME (French Regional & American Museum Exchange), it furthers FRAME's goal of broadening bi-lateral cultural awareness while bringing new meaning to broad range of art stewarded by its 24 member institutions. Players explore world geography, learn to appreciate diverseworld cultures and explore objects' meanings through games that explore shapes, designs and sounds. Children have reported heightened curiosity about world culture and that their curiosity extends beyond the game to art in other museum collections. The project was funded by the Annenberg Foundation, and produced by Kahn+Associates, Paris, Laurent Kling, Project Manager. The concept was developed by Carole Marsac and Laurence Imbernon of the Musees des beaux arts de Rennes working with FRAME's team of educators in France and the US.
http://www.framemuseums.org/sites/room_of_wonders/intro_en.html

More 2008 Muse Award Winners