Game Design Prototyping Workshop

Prototyping games in a workshop format..just published a short paper on a “Game Design Prototyping Workshop” with Simon McCallum in Wellington NZ @ACM_ISS 2022 (also trying out Kudos, in partnership with ACM) https://www.growkudos.com/publications/10.1145%25252F3532104.3571472/reader

Game Design Prototyping Workshop, November 2022, ACM (Association for Computing Machinery), DOI: 10.1145/3532104.3571472.

Speaking tonight in China

  • tonight I’m e-speaking at “World Heritage and Urban-Rural Sustainable Development” with Tsinghua Heritage Institute
  • Tongji Vice Dean
  • VIZARA Technologies
  • Graduate School of Cultural Technology, Korea Advanced Institute of Science and Technology

https://whc.unesco.org/en/events/1734/

TIME 18:40-20:15 GMT+8. So 8 hours earlier in UK-GMT.

CONNECT Live via WeChat or Bilibili etc: http://guojiang.org/zhibo/2022-11-15-16/

Live translation into Chinese and English.

book chapter out: Reflective Experiences with Immersive Heritage

Google told me I can buy my chapter today in this book out soon “Difficult Heritage and Immersive Experiences” my chapter is “Chapter 2. Reflective Experiences with Immersive Heritage#chapter #difficultheritage #darkheritage

In this chapter I will examine difficult and dark heritage. Others have articulated the overlap and potential different connotations and spheres of influence of dark heritage and difficult heritage (Thomas et al. 2019). For the sake of expediency, I will not attempt to distinguish between difficult heritage and dark heritage (a term imported from dark tourism) as I am particularly interested in the difficult interaction aspects of communicating dark heritage due to the technical challenges of virtual heritage, gaps or immaturity in virtual heritage as a distinct scholarly field, and the still to be fully explored role and impact of virtual heritage as an immersive and interactive medium capable of coaxing, encouraging and affording reflectivity.

Twitter versus Mastodon

I’m seeing if I can move my @nzerik twitter feed and friends to Mastodon (there my handle is @ErikC@ausglam.space). Mastodon is interesting as people can choose a themed server but still follow others on different servers (note: their email address reflects the server they choose).

It is a little confusing and doesn’t have the immediate impact and convenience of Twitter but it is an interesting project. I joined years ago but didn’t see anything happening. Recent Twitter developments and announcements encouraged me to vacate Twitter and there are tools that can cross-post tweets and (Mastodon) toots.

A quick Mastodon explanation: https://mashable.com/article/mastodon-twitter-alternative-elon-musk

Update: Intro guides to Mastodon:

PhD Project Call, no fees

PHD project in Adelaide, no scholarship but no fees, with cool museum partner (https://mod.org.au):

The successful candidate will investigate and design learning kits for museums, communities and small classes to create escape rooms either physical or hybrid, or via a game engine. The kit will provide resources and interaction strategies to help budding escape room designers plan escape rooms for their compatriots, and in doing so learn for themselves how to create tricky interactive puzzles, quizzes and physical riddles based on principles in science, mathematics or history. The instructions will be either via virtual examples through a game engine or game engine exporting to VR, or via online instruction videos using the latest instructional video expertise.

Successful completion of the project will provide you with experience in boardgame, physical escape room, digital game or VR escape room design including scripting, prototyping, digital modelling, and potentially animation experience. As well as a background in human-computer interaction and education. Thus, you will be provided with the skills for a successful and exciting research or industry career in a diverse range of areas. 

What you’ll do

In this project-based research degree, you will review, design and evaluate design resources (physical and digital) for the creation of escape rooms by design students.

You will engage and partner with MOD. staff and deploy IVE, VR and AR equipment, as well as run and evaluate escape room design workshops.

Where you’ll be based

You will be based at UniSA Creative, incorporating the South Australian School of Art, which brings together the disciplines of architecture, planning, art and design, journalism, communication and media, film and television and the creative industries to produce flexible graduates with multidisciplinary capabilities. Our research explores the complexities of the world around us. We engage in future-focused, cross-disciplinary research and consultancy to produce inspired solutions that are human-centred and sustainable.  

https://www.unisa.edu.au/research/degrees/designing-an-escape-room-toolkit

Book ideas for other people to write

  • A monograph or edited book on fake or misleading heritage and history and the repercussions (and the complications of digital versions)
  • Clear and easy to follow exemplars of digital humanities collections using Linked Open Data with references to the power of GIS
  • Small and big things learnt by designers of virtual worlds and how the Metaverse could learn to avoid making the same mistakes
  • A meta review on architectural criticism and whether it has really progressed that much
  • Why game designers hate gamification (but with a few counter-examples they might actually like)

Europe in April

I have been invited to speak at NTNU Trondheim in April 2023 (tentatively, Tuesday and Wednesday 18 and 19 April) and run a related workshop in Greece a week or so later (to be confirmed). The project, for which I have been an external advisor, is Echoing “recovery of cultural heritage through higher education-driven open innovation” (EU/ERASMUS).

I may be able to visit a virtual heritage colleague and his students in Munich during that time, and, hopefully, Iceland.

I may aim for one of these conferences but ah, scheduling may be tricky (and Easter Friday is 7 April, at least in Australia, next teaching day is, maybe, Wednesday 26 April due to Anzac Day).

  • 3 April 23 (abstracts due 31/10/22) CAA023 CAA 50 Years of Synergy in Amsterdam Netherlands
  • 11 April 23 (abstracts due 21/10/22) FDG Foundations of Digital Games (workshops 21/10) in New Beginnings Lisbon Portugal
  • 23 April 23 (abstracts due 19/01/23) CHI2023 CHI2023 late-breaking in work Hamburg Germany

Game Prototyping Workshop in NZ

I am hosting the Workshop on Game Design Prototyping at ACM ISS (Interactive Surfaces and Spaces) conference, 20 November 2022, with Simon McCallum, Wellington, NZ.

This workshop will take place over half a day and focus on tools and example projects that break down necessary and sufficient elements of effective game design, tips to create and encourage small group design ideas, and potential environmental challenges that can be overcome or at least approached with low-cost and accessible tools and platforms. We will focus on physical prototypes but can also examine games using game engines or specific XR formats but we don’t expect to have HMDs available.

Call for Participation

This workshop will take place over half a day and focus on tools and example projects that break down necessary and sufficient elements of effective game design, tips to create and encourage small group design ideas, and potential environmental challenges that can be overcome or at least approached with low-cost and accessible tools and platforms. We will focus on physical prototypes but can also examine games using game engines or specific XR formats but we don’t expect to have HMDs available.

We will work in groups of 3 and 4 on provided game challenges, ideas developed by individual groups or we can (with enough notice) work on improving and game-testing ideas and prototypes provided by attendees.

The proposed schedule will be:

SectionMinutes
1. Introductions for all20
2. Overview: games, gamification20
3. Discussion of technologies, methods + prototyping10
4. Group suggests ideas.10
5. Short break/questions.20
6. Selection of teams10
7. Work on game ideas as prototypes, and playtest solutions.90
8. Present prototypes/suggestions in class.30

TOTAL HOURS: 3.5

Outcomes

Ideally, by the end of the workshop, the participants will:

  • Provide (at some stage of the experience), a framework in which the player (or perhaps, here, participant is a better word) gains an overview of what has been documented, simulated, or construed.
  • Convey a sense of the historical context, and the way in which that shaped the actions of the inhabitants.
  • Affordances to help participants understand and explain the information in a way that suits them rather than the designer and to allow for different pathways, actions and goal selection.
  • Encourage the participants to seek out more information for themselves beyond the immediate simulation.

Organizers

Enterprise Fellow Erik Champion, has organized game design workshops in Australia, Italy, Poland, Qatar, Finland, and USA. He specializes in virtual heritage and serious games for history and heritage.

Simon McCallum is a games expert and has over 25 years experience having taught games in New Zealand and Norway. Simon has also spent some time working for games companies in Norway. Simon helped setup the NZ Games Development Conference in the early – mid 2000s.

Face to Face Attendance

This workshop will be physical but the first 45 minutes (introductions and background to tools and techniques) could be accessible online if required. Ideally, the workshop will be 12 to 20 people.

Contact

Please contact Erik.Champion@unisa.edu.au for further information about submissions.

Registration

To register to attend the workshop please see the ACM ISS Registration Information.

CRC distraction

Sorry I have been distracted by a Cooperative Research Centre application (plus two books in press and one book proposal under review) but normal service will resume shortly.

Speaking of which, these should be out relatively shortly:

Books:

Champion, E. (2022: in press). Playing with The Past: Into the Future. 2nd edition. Human–Computer Interaction Series. Springer-Nature.  ISBN: 978-3-031-10931-7. Due 30.10.2022. Edit: may be 19 Nov 2022 according to the HCI book series website.

Champion, E., Stadler, J., Lee, C., and Peaslee, R. (Ed). (2023: in press). Screen Tourism and Affective Landscapes: The Real, The Virtual, and the Cinematic. Routledge Cultural Heritage and Tourism Series. Contracted. ISBN 9781032355962. Due 30.12.2022.

Book chapter:

Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: invited). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Teaching the Middle Ages through Modern Games, UK: De Gruyter Oldenbourg. https://doi.org/doi:10.1515/9783110712032. To be published 24 October 2022. (Some content seems available online already or via academic institutions).

CFPs

*START*DUECONFTHEMELOCATION
16/02/2220/10/22AMPSRepresenting Pasts – Visioning FuturesVirtual
16/12/2215/10/22EmergeForum on the Future of AI Driven Humanity & International Conference Digital Society NowKiev Ukraine
19/12/2210/10/22CITEdCloud and Immersive Technologies in EducationKiev Ukraine
16/01/2316/10/22DM2023The Art Museum in the Digital Age – 2023Online, Germany
15/03/2315/10/22ICVARS2023Virtual and Augmented Reality SimulationsSydney Australia
3/04/23?CAA023CAA 50 Years of SynergyAmsterdam Netherlands
11/04/234/10/22FDGFoundations of Digital Games (workshops 21/10) New BeginningsLisbon Portugal
23/04/2319/01/23CHI2023CHI2023 late breaking workHamburg Germany
7/06/2318/11/22Mmedia23ACM Multimedia SystemsVancouver BC, Canada 
19/06/2315/01/2023DiGRA2023DiGRA: Limits and Margins of Video GamesSeville Spain
28/06/2325/11/22HeritagesPrague – Heritages Past and Present – Built and SocialPrague Czechia
4/07/2310/02/23herdsa2023Higher Education Research and Development Society of AustralasiaBrisbane Australia
11/07/2325/10/22DH2023Digital Humanities: Collaboration as OpportunityGraz Austria
28/08/23?interact 2023Design for Equity and JusticeYork UK
31/08/2330/09/22ICOMOS GA Sydney Australia
20/09/2315/01/23eCAADeDigital Design ReconsideredGraz Austria
8/04/24?CAA2024 Auckland New Zealand
??Web3D3D for a Connected WorldOnline
??MW2023Museums on the WebWashington DC
  CHIPLAY2023  
START*DUE*CONFERENCETHEMELOCATION
31/08/2330/09/22ICOMOS GA Sydney Australia
11/04/234/10/22FDGFoundations of Digital Games (workshops 21/10)Lisbon Portugal
19/12/2210/10/22CITEdCloud and Immersive Technologies in EducationKiev Ukraine
16/12/2215/10/22EmergeForum on the Future of AI Driven Humanity & International Conference Digital Society NowKiev Ukraine
15/03/2315/10/22ICVARS2023Virtual and Augmented Reality SimulationsSydney Australia
16/01/2316/10/22DM2023The Art Museum in the Digital Age – 2023Online, Germany
16/02/2220/10/22AMPSRepresenting Pasts – Visioning FuturesVirtual
11/07/2325/10/22DH2023Digital Humanities: Collaboration as OpportunityGraz Austria
7/06/2318/11/22Mmedia23ACM Multimedia SystemsVancouver BC, Canada 
28/06/2325/11/22HeritagesPrague – Heritages Past and Present – Built and SocialPrague Czechia
20/09/2315/01/23eCAADeDigital Design ReconsideredGraz Austria
23/04/2319/01/23CHI2023CHI2023 late breaking workHamburg Germany
4/07/2310/02/23herdsa2023Higher Education Research and Development Society of AustralasiaBrisbane Australia
18/03/234/09/23CAADRIA2023Human-centricAhmedabad India

Is there money in games?

I was asked this on Friday

  • 2021: $300 billion USD worldwide [accenture] with 2.7 billion gamers
  • 2022: Microsoft most valuable “game” company 1.99 trillion, Tencent 400 billion, Sony 100 billion, Unity 13.29 billion, Ubisoft (Assassin’s Creed) 5.39 billion, Epic (Unreal) raises 2 billion [companiesmarketcap]
  • “Australia is home to a growing games industry. In 2021, the sector contributed $226.5million in revenue, an increase of 22 per cent on 2020, and 83 per cent of revenue is from overseas markets.” [DFAT]
  • 2014: Microsoft bought Minecraft for approx. 2.5 billion [slashgear]
  • 2021: Unity bought Weta Digital [NZ] for 1.65 billion [awn]
  • 2021: Facebook spent 10 billion on the Metaverse [yahoo]
  • 2022: Microsoft buys Activision for 68.7 billion USD [afr]

Mixed messages on the Metaverse

Today I attended an event on how industry see and use the Metaverse. The chief scientist’s talk on the Metaverse as an interconnected virtual environment where social and economic elements mirror reality (is that the WEF definition?) ..across devices isn’t quite my definition.

So many questionable issues here, so many lost opportunities, where do I start?!

Time to write something!

For example, if everything just mirrors reality, where is the innovation? Is the reality the realistic simulation or the simulation as an illusion convincing people, that they are “in” reality? And does the mirror affect or impact on reality?

To the pixelated trenches! #metaverse #definitionbattle #XR

But above all, where is culture?

Here is a better definition by the South Australia Microsoft CTO but what exactly does “collective” mean?

“…metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. It is persistent, providing enhanced immersive experiences, as well as device independent” from Gartner..

https://www.gartner.com/en/newsroom/press-releases/2022-02-07-gartner-predicts-25-percent-of-people-will-spend-at-least-one-hour-per-day-in-the-metaverse-by-2026

Gartner defines a metaverse as a collective virtual shared space, created by the convergence of virtually enhanced physical and digital reality. It is persistent, providing enhanced immersive experiences, as well as device independent and accessible through any type of device, from tablets to head-mounted displays. 

Gartner, February 7, 2022.

Update: At the lunch break I sat down with him and we agreed the definition of collective should be people, content, and technology.

My UniSA Colleague Professor Mark Billinghurst quoted from the Metaverse Roadmap and focused on the less common quadrants.

Screen Tourism and Affective Landscapes

If anyone would like a review/inspection copy of the edited book “Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic” (out 30.12.2022, cover to come) there is a link on the webpage.

  1. Introduction
  2. Screen Tourism: Marketing the Moods and Myths of Magic Places
  3. Windshield Tourism Goes Viral: On YouTube Scenic Drive Videos of U.S. National Parks
  4. “Forever Bali”: Surf Tourism and Morning of the Earth (1972)
  5. Locating Fellini: Affect, Cinecittà, and the Cinematic Pilgrimage
  6. Walking in Cary Grant’s footsteps: the Looking for Archie walking tour
  7. Vancouver Unmoored: Hollywood North as a Site of Spectres
  8. Always The Desert – Creating Affective Landscapes Through Visual Storytelling In Breaking Bad
  9. Nordic Noir and miserable landscape tourism
  10. Serial Killer Cinema and Dark Tourism: The Affective Contours of Genre and Place
  11. Down the Rabbit Hole: Disneyland Gangs, Affective Spaces, and Covid-19
  12. Immersive Worlds and Sites of Participatory Culture: The Evolution of Screen Tourism and Theme Parks
  13. Hobbiton 2.0, 20 years on: Authenticity and Immersive Themed Space
  14. Swords, Sandals, and Selfies: Videogame-induced Tourism

Escape Room Archaeology

Next project: edited collected chapters (free online): DIY archaeology (history, architectural/art history and heritage) escape rooms children/students can create at home or in class (written and illustrated like cookbook recipes). Now, just how to write up the proposal & find the right designers, writers, & experts! 

Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?

I am very close to submitting to a publisher the edited book (with Dr Juan Hiriart, University of Salford, UK) “Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?” with 18 writers from history, archaeology, architecture, art history, classics, game design, and education. Thanks to Maxime Durand and Ubisoft for helping getting the party started.

invited talk

International conference on “World Heritage and Urban-Rural Sustainable Development: Resilience and Innovation” from 15 to 16 November 2022, organised by the World Heritage Institute of Training and Research for the Asia and the Pacific Region under the auspices of UNESCO (WHITRAP) and the College of Architecture and Urban Planning (CAUP, Tongji University, Shanghai China). 

Invited to present virtually on Nov 16, in the session Topic 4: New Visions/New Technologies in Heritage Conservation..

Related activities are:

  • the WHITRAP Shanghai World Heritage Dialogues, organised from 11 June to 16 November 2022;
  • the International Conference World Heritage and Urban-Rural Sustainable Development: Resilience and Innovation, organised from 15 to 16 November 2022;
  • the Public Exhibition World Heritage Cities: Past, Present and Future, organised from 16 to 30 November 2022.

Trundling through writing

I submitted the second edition of Playing With The Past: Into The Future to Springer, now working on submitting two edited books in next week or so, then far too many book chapters, then hopefully a long break. I promise, most of it I was asked to do. And then I want to take a long break from academic writing, maybe some design projects!

  1. Champion, E., Lee, C., Stadler, J. and Peaslee, R. (Ed). (2022: in progress). Screen Tourism and Affective Landscapes. Routledge. Contracted.
  2. Champion, E., & Hiriart, J. (Eds.). (2022: in progress). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.
  3. Champion, E. Playing with The Past: Into the Future. 2nd edition. (2022: in progress). Springer. Contracted.

Book Chapters in press (13)

  1. Champion, E., Nurmikko-Fuller, T., & Grant, K. (2023: invited. In press). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Games for Teaching, Impact, and Research UK: De Gruyter. Invited. Chapter sent.
  2. Champion, E., & Hiriart, J. (2022: invited. In press). Workshopping Board Games for Space Place and Culture. In M. Lasansky & C. Randl (Eds.), Playing Place: Board Games, Architecture, Space, and Heritage. Cambridge, Massachusetts, USA: MIT Press. Chapter sent.
  3. Champion, E. (2023: invited). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Anderson, South Carolina, USA: Parlor Press. Chapter sent.
  4. Champion, E. (2023: invited). Reflective Experiences with Immersive Heritage: A Theoretical Design-Based Framework. In A. Benardou & A. M. Droumpouki (Eds.), Difficult Pasts and Immersive Experiences. London, UK: Routledge. Chapter sent.
  5. Champion, E. M. (2023: invited). Virtual Heritage: How Could It Be Ethical?? In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics: Routledge. Workshop planned at Cambridge Heritage Research Centre, UK, 2022. Chapter sent.
  6. Champion, E. (2023). Swords Sandals and Selfies: Videogame Tourism. In E. Champion, C. Lee, J. Stadler, & R. Peaslee. (Ed). (2023). Screen Tourism and Affective Landscapes. Routledge.
  7. Champion, E. (2023: invited). Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games. Invited. Games and Geography. Germany, Springer-Nature. Abstract accepted. May have missed deadline for full paper.
  8. Champion, E. (2023: Pending). Architect’s Creed: Robustness, Immersivity, and Delight. In E. Champion & J. Hiriart (Eds.), Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.
  9. Champion, E. (2023: invited). Title to be advised. Mobile Heritage: Practices, Interventions, Politics. Edited by Ana-Maria Herman, Key Issues in Cultural Heritage (KICH), Routledge. Abstract due 31st July 2022.
  10. Champion, E., & Emery, S. (2023: invited). Gamification of Cultural Heritage as a resource for the GLAM sector. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Indigenous Knowledge in Galleries, Libraries, Archives and Museums. Emerald Publishing. Chapter due 8 August 2022.
  11. Champion, E. (2023: invited). DH-XR: Extended Reality’s Relevance to the Digital Humanities. Routledge
  12. Encyclopedia of Technology and the Humanities. Routledge (Contracted). Edited by Chan Sin-wai & Wing Lok Yeung. Routledge. Chapter due 15 September 2022.
  13. Champion, E. (2023: invited). Title to be advised. Gaming and Gamers in Times of Pandemic. Edited by Piotr Siuda, Jakub Majewski & Krzysztof Chmielewski, MIT Press. Chapter due 31 October 2022.