Hello.
This is Real World, a playable content platform.
How do you usually view exhibition spaces when you visit them?
Most of the time, people read panels, take a few photos, and then leave after walking around.
The concern becomes even deeper, especially in spaces dealing with 'information you need to know' like environment and resource circulation.
The message we want to convey is clear, but the time visitors spend in front of it is short.
That's why many spaces create experience zones, install kiosks, and develop dedicated apps.
However, the costs of installation and operation are not insignificant,
and above all, actually getting visitors to stand in front of those devices is another problem.
But here, there's a case where simply putting up a few posters transformed an entire space into one game.
We introduce <Earth Power Resource Guardians>, which took place at Seoul Upcycling Plaza from September 4th to 6th.
A planet we can no longer save, retrieve the last resources
Seoul Upcycling Plaza is Korea's largest upcycling complex space where you can see the entire process of how discarded resources gain new value in one place.
Spaces with different characteristics on each floor are connected from the exhibition hall to the material bank, the creative factory, and the toy village.
However, the larger and more diverse the space, the harder it is for visitors to explore all areas evenly.
That's because most people only see a few eye-catching spots and leave.
Real World has woven one story throughout this entire space.
A planet we can no longer save, retrieve the last resources.
Participants become members of the Resource Guardian team tasked with restoring the Earth,
and work to resolve six alerts that have occurred throughout the space.
They are no longer visitors who came to see an exhibition, but rather protagonists who came to protect the space.
No apps, no installations. Posters and smartphones are enough.
The participation method for <Earth Power Resource Guardians> is very simple.
When you scan the QR code on the poster with your smartphone, the game starts immediately on mobile web.
There's no need to install an app or sign up for an account.
After that, participants move to the location indicated by the web, solve the problem from the poster there, and then enter the answer back into the web.
This flow repeats six times and completes in about 20 minutes.
The advantages of this method are clear.
Content can be introduced with just poster placement, without construction or large-scale installations.
Visitors can participate whenever they want during the event hours, without staff needing to be constantly on standby.
Designed for solo participation, even visitors who come alone feel no burden,
and anyone in upper elementary school or older can enjoy it.
The existing space and exhibits remain unchanged, and experience is layered on top.
Not changing the space, but changing what the space does—
this is the method Real World has repeatedly demonstrated across multiple projects.
Six missions become the viewing path itself
The missions of <Earth Power Resource Guardians> all start from actual spaces and materials in Seoul Upcycling Plaza.
The first mission on the first floor of the upcycling exhibition hall is a problem of tracing tangled lines to find what discarded banners, bottle caps, and waste wood are reborn as.
It's a moment where the concept of upcycling is understood through your fingertips, not through written explanations.
The next mission at the information desk is about waste separation.
You must judge how contaminated paper cups and clean cardboard boxes, used batteries and transparent water bottles should each be disposed of under what conditions.
It's structured to make people directly choose standards that are usually confusing.
In this way, the six missions span from the first floor's creative factory, through the basement level's material bank, the second floor's toy village, to the second floor's outdoor terrace.
Each mission was designed as a problem using materials that can only be addressed in that specific space.
The factory uses processing equipment, the material bank uses the characteristics of nine different materials, and the toy village uses display rules—that kind of approach.
The final mission involves collecting numbers obtained from the previous five missions one by one in a set order to complete the final code.
This structure of closing the loop is also a device that transfers the concept of upcycling—where resources circulate and flow—into the game's rules themselves.
What's worth noting is the location of the missions.
Starting from the first floor and going through the basement level to the second floor outdoor area,
by simply following the missions, participants move through Seoul Upcycling Plaza's major spaces without omission.
Without forcefully guiding the viewing path, the game naturally creates the viewing path itself.
One poster is enough to start
The Seoul Upcycling Plaza case is not something that requires special conditions.
It's a proven model that can be applied to museums, exhibition halls, festival venues, and all spaces where you want to keep people's attention longer.
You can start with just one poster, and the content is designed fresh from the beginning to fit the stories and materials of that space.
A transformation from a viewing space to a playing space.
Real World will be with you so that your space can become a stage where people stay longer
and look more closely.
Thank you.