Seeker: The world of quantum technology in a card game
Seeker: The world of quantum technology in a card game
Disciplines
Computer Sciences (20%); Physics, Astronomy (80%)
Keywords
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Trading Card Game,
Quantum Technology,
Artificial Intelligence
In the last few years, quantum technologies and artificial intelligence have become hot topics, not only in the scientific community but also in mainstream media. While this growing attention is certainly beneficial for science and science literacy in society, we also see an emerging risk in this hype. How often did we stumble, for instance, over devices that are unnecessarily advertised as intelligent, only to be disappointed by their limitations? Even worse, how many times did we see the quantum world being associated with fields as far-fetched as medicine, agriculture or psychology? The further science progresses, the easier it becomes to manipulate the information to ones advantage, either in a malicious or in a naive way. The goal of this science communication project is to familiarize young adults with the world of quantum technologies and artificial intelligence, to build an intuition and prepare them for the upcoming technological revolution. We will present the state of the art in these fields through a trading card game. In this game, players will compete against each other with their own self-made decks, using playing cards about actual scientific notions, concepts, theories and much more. They will play the role of famous scientists and use illustrative abilities with a clear, scientifically sound inspiration to face the power of the opponents knowledge. With the help of professional illustrators and developers, we will reproduce existing theoretical and experimental results on cards, to provide an epic and immersive experience in a world of quantum technologies. Since players tend to identify themselves with the heroes and heroines (scientists) of the game and its setting (the world of quantum technologies), this game will instill curiosity and create a pos itive attitude towards science. The project outcome will include a thousand copies of the game Seeker the world of quantum technologies, which will be distributed freely to schools and gaming shops, so as to reach as many people as possible within the target audience. We will also develop a professional website for the game, which will seamlessly integrate free gaming resources, tailored scientific content and enable discussions within the community. In addition, we will instruct teachers and shopkeepers about the rules and the online resources, so that outreach continues by word of mouth, in a fully self-sustained regime. Notably, the proposed approach to science communication is fully scalable, leaving room for extensions or adaptations to other resear ch fields beyond quantum technologies and artificial intelligence.
The project 'Seeker: The World of Quantum Technology in a Card Game' acts as a bridge between science and society, making complex topics in quantum physics and artificial intelligence accessible through an expandable card game. The game introduces players to science, allowing them to enjoy the game without prior knowledge, thanks to its captivating and strategic gameplay mechanics. As the game expands, it can address various scientific subjects, serving as a scalable platform for science communication. However, 'Seeker Chronicles' is not an educational game in the traditional sense. Instead, its educational aspect emerges once players become engrossed in the game or are drawn in by the professional illustrations. Players engaged with their cards and eager to explore further can conveniently find curated information and educational resources on our website (www.seeker-chronicles.com/de/cards). This approach offers a 'tangential' learning experience: players encounter new concepts within a familiar, positive context. Commercial games have also proven to have the potential to indirectly convey educational content by inspiring players to seek information beyond the game. We enhance this by providing optional, quality-assured resources on our website, encouraging and supporting self-learning. Our game has seen successful tests at various events, including SPIEL in Essen, Spiel aktiv in Innsbruck, and the Day of Physics in Innsbruck, receiving an enthusiastic response. We printed 500 copies of the game and distributed them to over 50 schools. In collaboration with these schools, the University of Vienna, and the Institute for Didactics in Innsbruck, we are conducting an intervention study to assess the game's impact on science communication. Preliminary results show that the communication concept effectively engages and partially motivates players aged 13+ to explore and discuss game content.
- Universität Innsbruck - 100%
- Fulvio Flamini, Universität Innsbruck , national collaboration partner
- Lea Marion Trenkwalder, Universität Innsbruck , national collaboration partner
- Mario Arnolfo Ciampini, Universität Wien , national collaboration partner
Research Output
- 2 Artistic Creations
- 5 Disseminations
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2022
Title Presentation of the game at various events Type Participation in an activity, workshop or similar -
2021
Link
Title Website featuring verified information about the game content. Type Engagement focused website, blog or social media channel Link Link -
2023
Title Game copies sent to 50+ schools Type A magazine, newsletter or online publication -
2021
Title Local game nights Type Participation in an activity, workshop or similar -
2021
Link
Title Various local press releases Type A press release, press conference or response to a media enquiry/interview Link Link