Professor Erik Champion is an Enterprise Fellow at the University of South Australia, Honorary Research Professor at ANU, Honorary Research Fellow at UWA and Emeritus Professor, Curtin University. He is currently a chief investigator for 1 ARDC Grant, and 4 Australian Research Council grants:2020-2023 ARC Linkage Photogrammetric Reconstruction for Underwater Virtual Heritage Experiences: https://dataportal.arc.gov.au/NCGP/Web/Grant/Grant/LP180100284 2020-2021 ARC LIEF Time-layered cultural map of Australia: https://dataportal.arc.gov.au/NCGP/Web/Grant/Grant/LE190100019 2020-2021 The Digitisation Centre of Western Australia (Phase 1): https://dataportal.arc.gov.au/NCGP/Web/Grant/Grant/LE200100123 PublicationsHis recent books are Organic Design in Twentieth-Century Nordic Architecture (Routledge, 2019), Critical Gaming: Interactive History and Virtual Heritage for Routledge’s Digital Research in the Arts and Humanities Series (2016), and Playing with the Past (Springer, 2011). He was editor of Virtual Heritage: A Guide (2021), The Phenomenology of Real and Virtual Places (Routledge, 2018), and Game Mods: Design, Theory and Criticism (ETC Press, 2012) and he was co-editor of Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017). He reviews book proposals for MIT, Oxford University Press, Routledge, and a variety of leading academic journals. His next book, Rethinking Virtual Places, will be published by Indiana University Press in November 2021 (Spatial Humanities series).View all posts by EMC →
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.
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.
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.
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
I have been involved in UniSA joining MEGACRC CRC for Mega-Event Innovations and the University has agreed, in principle, to joining the bid. I will be busy over the next few weeks helping with potential Australian and South Australian industry partners but also planning some events and at least one trip in 2023. More on that in the next post.
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:
Section
Minutes
1. Introductions for all
20
2. Overview: games, gamification
20
3. Discussion of technologies, methods + prototyping
10
4. Group suggests ideas.
10
5. Short break/questions.
20
6. Selection of teams
10
7. Work on game ideas as prototypes, and playtest solutions.
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.
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.
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.
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:
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).
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]
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 affector impact on reality?
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..
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.
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!
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.
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.
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!
Champion, E., Lee, C., Stadler, J. and Peaslee, R. (Ed). (2022: in progress). Screen Tourism and Affective Landscapes. Routledge. Contracted.
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.
Champion, E. Playing with The Past: Into the Future. 2nd edition. (2022: in progress). Springer. Contracted.
Book Chapters in press (13)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Champion, E. (2023: invited). DH-XR: Extended Reality’s Relevance to the Digital Humanities. Routledge
Encyclopedia of Technology and the Humanities. Routledge (Contracted). Edited by Chan Sin-wai & Wing Lok Yeung. Routledge. Chapter due 15 September 2022.
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.