Category Archives: Conference

Deep, Thick, Playful Mapping: a Spatial/GeoHumanities Reading List for Beginners

Thanks for the list!

Visualizing Medieval Places

Some of the participants in my Spatial Humanities and Digital Mapping workshop at the Digital Humanities Institute – Beirut in March 2015 asked for a reading list to begin to learn more about the field.  Since I am interested in literature, the list has a literary slant.  Here goes…

All online materials last consulted: 9 April 2015.  Last update of the bibliography: 15 April 2015.  Feel free to make suggestions!

Alves, Daniel and Ana Isabel Queiroz. “Exploring Literary Landscapes: From Texts to Spatiotemporal Analysis Through Collaborative Work and GIS,” IJHAC 9.1 (2015): 57-73. Web.

Daniels, Stephen and Dydia DeLyser. Envisaging Landscapes and Making Worlds: Geography and the Humanities (London: Routledge, 2011). Print.

Bodenhamer, David J., John Corrigan and Trevor M. Harris. Spatial Humanities: GIS and the Future of Humanities Scholarship (Bloomington: Indiana UP, 2010). Print.

—. Deep Maps and Spatial Narratives (Bloomington: Indiana UP, 2015). Print.

Dear, Michael, Jim…

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Virtual Heritage vs Gamification. Fight!

I shared on twitter a concern I had about the apparently uncritical acceptance (and especially increasing acceptance) of gamification.

I say apparently as perhaps authors of various publications do have a critical appreciation of the risks and connotations of gamification, but they don’t always share it.

Even though I touched on this in Critical Gaming, I need some percolation time for this but something for me to think about as to my immediate reaction and aversion to this (uncritical use of) gamification is that

  • Gamification ‘sounds’ to my ears like a trivialization of heritage. In my own research if you tell someone a digital archaeology simulation is a game they have less trouble navigating and performing tasks in the simulation but they take less care and have less respect for the cultural significance, authenticity and accuracy of that simulation.
  • Plus there seems to be a hidden or invisible formula: non-games, add gamification fairy dust,….games!
  • For if you search for richer and more defensible definitions of gamification it seems to me these definitions are getting harder and harder to separate from games per se.
  • Gamification implies there is a simple conversion over to games and it is a binary relationship,  there are games or non-games. We need a term that implies some but not all aspects of games have been applied/incorporated/added. Ludification? Unfortunately no, it has a dangerous related meaning! Perhaps something that reflects a Paideia/Ludus scale? Playful learning or play-based learning seems to be the closest fit for me so far..

Luckily I am not alone, thanks to Trevor Owens directing me to his Meanification article and to Shawn Graham for his Gamification article. Gotta love academification.

 

 

“PeerJ can’t possibly last because the numbers don’t add up.”

But it is predominantly for the sciences I believe?

Sauropod Vertebra Picture of the Week

I had an email out of the blue this morning, from someone I’d not previously corresponded with, asking me an important question about PeerJ. I thought it was worth sharing the question, and its answer, more generally. So here it is.

Do you have any insight into the PeerJ business model? When I try to persuade people to publish in PeerJ, a very common response is that the journal can’t possibly last because the numbers don’t add up.

And indeed PeerJ’s financial model does seem too good to be true: rather than charging an APC of $1350 (as PLOS ONE does) or $3000 (as the legacy publishers do for their not-really-open hybrid articles), PeerJ charges just $99 per author — which buys not just the right to publish one article, but one per year for life. (Or you can pay $300 for the right to publish any number of…

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#cfp the ‘Interactive Pasts’ conference

http://www.valueproject.nl/media/introducing-the-interactive-pasts-conference/ …

This conference will explore the intersections of archaeology and video games. Its aim is to bring scholars and students from archaeology, history, heritage and museum studies together with game developers and designers. The program will allow for both in-depth treatment of the topic in the form of presentations, open discussion, as well as skill transference and the establishment of new ties between academia and the creative industry.

Due: January 31st 2016.

Abstracts: max. 200 words.

Date: 4-5 April 2016

Location: Leiden The Netherlands

Entertaining The Similarities And Distinctions Between Serious Games and Virtual Heritage Projects

update:
The article is available online (i.e. Is published)
http://www.sciencedirect.com/science/article/pii/S1875952115000324

 
I will have another journal article out in a special issue of Entertainment Computing, entitled “Entertainment in Serious Games and Entertaining Serious Purposes”. I assume it will be out early next year. The special issue is edited by Tim Marsh, Helmut Hlavacs and myself, but I still had to answer to some formidable questions from reviewers to get this one published!

Title: Entertaining The Similarities And Distinctions Between Serious Games and Virtual Heritage Projects

Abstract: This article summarizes past definitions of entertainment, serious games and virtual heritage in order to discuss whether virtual heritage has particular problems not directly addressed by conventional serious games. For virtual heritage, typical game-style entertainment poses particular ethical problems, especially around the simulation of historic violence and the possible trivialization of culturally sensitive and significant material. While virtual heritage can be considered to share some features of serious games, there are significantly different emphases on objectives. Despite these distinctions, virtual heritage projects could still meet serious games-style objectives while entertaining participants.

The overall aim of this article is to determine whether entertainment helps or constrains the primary purposes of virtual heritage projects. My contribution here is to provide reasons for my suggestion that the aims of virtual heritage aims are not primarily the same as those of serious games, and that the aims of the former are even less related to commercial games. The first step of this venture is to re-examine the definition and scope of serious games, then compare the aims of serious games with the main aim of virtual heritage. I conclude with a discussion of whether this aim is at odds to or congruent with the aims of gaming per se.

Conclusion

I initially raised the question of whether entertainment helps or constrains the primary purposes of virtual heritage projects. Given the increasing number of literature on serious games and heritage and given the arguments by former proponents in virtual learning environments (Stone, 2005, 2009) that serious games is the future I think it is reasonable to answer in the affirmative.

I have however argued that the aims of virtual heritage are not primarily the same as those of most serious games, and that the aims of the former are even less related to commercial games. I have debated the finer details of various writers on definitions of serious games, although I have focused on a paper from Marsh (2011) as it provided both a clear definition and a good summary of some the major definitional issues in the field. This led me to suggesting a simpler definition of serious games, and to warn that a comprehensive and useful classification system still appears to be a future prospect. Much more immediately practical would be to develop a theory of serious games in relation to specific content, in order to ensure that game design principles are appropriate and best leverage the objectives of the subject domain. So in this instance I investigated the relatively narrow yet still problematic research area of virtual heritage.

I suggested another way of considering serious games and I have applied this new interpretation to virtual heritage, with particular emphasis on aims as stated by UNESCO. I have redefined the oft-quoted notion of virtual heritage, but both my and Stone’s definitions are predicated around the notion that virtual heritage does not merely display heritage objects and sites, but also attempts to convey why preservation of those objects and sites were valuable to the original inhabitants and why they have value to us today.

After briefly reviewing eight major themes and issues (genre baggage, violence, explorative learning, authenticity, privacy, novel entertainment, the evaluation of meaningful learning, and deploying digital heritage assets as part of an open-ended and flexible system), I am drawn to the conclusion that virtual heritage does not aim for the same outcomes as serious games per se, and although all of these issues may also be issues for other types of serious games, these eight issues are of direct importance to virtual heritage. So virtual heritage games may still be serious games (and indeed culture itself includes both entertainment in general and games in particular) but virtual heritage game projects have particular requirements that are not shared with typical serious games.

Secondly, I have argued that although entertainment media poses risks for the primary aim of virtual heritage, it is possible for virtual heritage to be entertaining and still fullfil this primary aim of communicating cultural significance. For virtual heritage games must be both educational and entertaining if they are to captivate, inform, instruct or inspire their intended audience, but they do not need to be obviously entertaining and educational at the same time.

Proposed keynote for INAH talk, December 4 Mexico

The Red Tematica de Tecnologías Digitales para la Difusión del Patrimonio Cultural (Research Network on Digital Technologies for the Dissemination of Cultural Heritage) invited me to Mexico City on December 4 for their conference Human-Computer Interaction, Computer-Supported Cooperative Work and Interaction Design), I was asked to talk about the following:

We expect you to deliver a 45 minutes presentation, followed by 15 mins questions. It would be great if you can focus on your concept of interactive history and virtual reality, serious games, etc. The audience is composed by cultural heritage professionals (archaeologists, curators, museum personnel, librarians, etc.).

Does my below abstract sound like it is answering the above? I am not too sure:

Virtual Heritage Projects versus Digital Heritage Infrastructure

In this talk I provide my definition and perspective on Virtual Heritage and an overview of its major problems: obsolete, unreliable or overly expensive technology, a critical lack of evaluation studies, restricted interaction, low-impact pedagogical outcomes and limited community involvement. Despite two decades of research and advancing technological sophistication, the same problems are still evident. This suggests a more serious underlying issue: virtual heritage lacks a scholarly ecology, an overall system and community that provide feedback, management and scalability to virtual heritage research.

For example, in the call for the recent http://www.digitalheritage2015.org/ conference call (“The largest international scientific event on digital heritage”), evaluation is not a central issue, listed under Computer Graphics and Interaction, not under Analysis and Interpretation.  And where is the focus on the user experience or examples of long-term infrastructure with feedback from the community and not just from IT professionals?  Neither archaeologist nor technology expert is necessarily trained in user experience design. The projects described in papers are too often inaccessible and even less frequently preserved and the needs of the projected audience are seldom effectively evaluated.

As an antidote I will present some reflective ideas and methods, plus case studies that resolve or promise to help resolve some if not all of these issues. One way to address the importance of virtual heritage is to redefine it. I suggest virtual heritage is the attempt to convey not just the appearance but also the meaning and significance of cultural artefacts and the associated social agency that designed and used them, through the use of interactive and immersive digital media. As it has been a focus of my research I will also cover the usefulness but also danger of applying game-based design and game-based learning ideas to the development and preservation of Virtual Heritage.

Join the CAA! Call for candidates for four open CAA committee posts

I have only ever reviewed for CAA but the papers I have reviewed have been consistently better than for other heritage conferences and I respect the work of the people behind CAA. I highly recommend the organisation.

Archaeological Networks

I love the CAA and I thoroughly enjoy being able to give something back to this community by being CAA secretary. If you think this is a great community and are keen to be involved, consider applying for one of the open positions!

Computer Applications and Quantitative Methods in Archaeology (CAA) invites CAA members to apply for one of four open committee posts: outreach officer, treasurer, publication officer, bursary and student/low income officer. The current treasurer and publication officer will stand down at CAA2016 in Oslo, the outreach and the bursary and student/low income officers are two new posts. Candidates must be CAA members and applications by all CAA members will be considered. CAA encourages in particular applications from female or non-European CAA members. The tasks associated with these posts are given below. Candidates must express an interest in the posts before 29 February 2016 by sending a motivational statement…

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VAMCT

I returned this week from VIRTUAL ARCHAEOLOGY: Museums & Cultural Tourism (VAMCT2015) in Delphi, Greece. A small conference, there wasn’t much of a twitter feed (twitter), but everyone was very friendly, the papers were not all as technical as I thought, and there were many subjects discussed I don’t normally get to hear about, such as Siberian cultural artefacts, or 3D shape search engines, or GAMEIT, the EU/Greece educational game project.

For those interested, the programme of abstracts has been published online and I understand proceedings will be in a special issue of the International Journal of Mediterranean Archaeology & Archaeometry (www.maajournal.com).

Delphi, as always remains a fantastic site to visit.

Call For Papers (CFPs)

START*DUE*CONFERENCETHEMELOCATION
11-Apr-1610-Oct-15www2016world wide webMontreal Canada
05-Mar-1615-Oct-15EVAAElectronic Visualisation and the Arts Australasia 2016Canberra Australia
11-May-1615-Oct-15SEGAH2016Serious Games and HealthOrlando Florida
28-Nov-1619-Oct-15IKUWA06underwater archaeology: celebrating our shared heritagePerth Australia
28-Apr-1621-Oct-15Cumulusin this placeNottingham UK
29-Mar-1625-Oct-15CAA2016CAA2016: Exploring Oceans of Data (Call for sessions)Oslo Norway
15-Jun-1631-Oct-15HH2016Hidden Histories: Conservation in the 21st CenturyDorset England
08-Jun-1601-Nov-15Critical HeritageCritical Heritage Studies: What does heritage change?Montreal Canada
10-Jul-1601-Nov-15DH2016Digital HumanitiesCracow Poland
27-Oct-1615-Nov-15CreateCreativity & the City 1600-2000: An E-Humanities PerspectiveAmsterdam Netherlands
07-May-1613-Jan-16CHI2016chi4good late breaking workSan Jose USA
04-Jun-1626-Jan-16DIS2016Designing Interactive Systems:FUSEBrisbane Australia
05-Jul-1603-Feb-16AHA2016Australian Historical Association: From Boom to BustBallarat Australia
15-Oct-1615-May-16GCH2016Graphics and Cultural Heritage (to be confimed)Genoa Italy
23-Mar-16?LAVALLAVAL VirtualLaval France
02-Jun-16?MAB2016Media Architecture Biennale (with VIVID)Sydney Australia
24-Jul-16?SIGGRAPHSIGGRAPH 2016Anaheim California USA
03-Aug-16?DiGRA2016DiGRA2016Dundee Scotland UK
06-Oct-16?ecgbl2016The 10th European Conference on Games-Based LearningUniversity of the West of Scotland
31-Oct-16?euromeddigital heritageLemossos Cyprus
02-Apr-17?www2017World Wide Web 2017Perth Australia
30-Jul-17?SIGGRAPH 2017SIGGRAPH 2017LA USA
01-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
24-Jun-18?DH2018Digital Humanities 2018Mexico City Mexico
??ecgbl2017The 11th European Conference on Games-Based LearningCzech Republic
06-Apr-16mw2016Museums and the WebLos Angeles

Conference: Heritage of China International Symposium 2016

Respatrimoni

International Symposium 6-8 April 2016 ‘Reclaiming Identity and (Re)Materializing Pasts: Approaches to Heritage Conservation in China’

The university of Xi’an Jiaotong, China and the University of Liverpool, UK are organising an exciting international symposium on ‘Reclaiming Identity and (Re)Materializing Pasts: Approaches to Heritage Conservation in China’- see attached call for papers.  The symposium will take place from 6 April to 8 April 2016 and will be held in Xi’an Jiatong-Liverpool University (XJTLU) in Suzhou on the east coast of China.  The symposium is free of charge to delegates whose papers are accepted for presentation.  Both accommodation and travel costs will be covered by the organising committee.  We intend to publish selected papers in book form.  Abstracts of 300-400 words should be submitted by the 16 October 2015 to heritageofchina2016@xjtlu.edu.cn.

For more information about the symposium please visit the official website: upd.xjtlu.edu.cn/heritageofchina2016.

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A list of virtual heritage projects across time and space

Recently I came across Ruth Tringham’s paper Becoming Archaeological.

While searching in 2014 in Erik Champion’s Playing with the Past (2011) for web-based virtual cultural environments that could act as models for a game, Dead Women Do Tell Tales, that was being developed about .atalh.yük (Tringham n.d. 3; see also Tringham 2015), we found that at least half of his examples have disappeared by now, which seems to be a common trend with games and other web-based interfaces in general. It’s not surprising—according to the Library of Congress, the average lifespan of a webpage is only 100 days. Many of the disappeared, like Okapi Island, can be seen as tempting fragments
displayed through video documentation on YouTube or Vimeo (e.g. Leavy n.d.).

Ouch Ouch Ouch! Neither of my books were supposed to list all the major projects or gamic projects!

I have been pondering whether there should be a list of virtual heritage projects, and a summary of their interaction mechanics and how they are intended to help further understanding about archaeology and heritage and of course the originating or related culture or cultures.

Is it also necessary to list virtual heritage projects no longer with us and the current condition of the technologies and formats they used? That would be a big task. But perhaps just as or even more interesting, a kind of Virtual Heritage status report. It could not be conclusive but I have some ideas about parameters.

So which is more important? A list of Virtual Learning Environment Mechanics or a status report on Virtual Heritage projects?

I have also been told off for my blog post that I may try to resurrect my Palenque model. I have never been shame-encouraged via a journal article before!

There are many other such projects on personal hard drives around the world. Just recently, Erik Champion (n.d.) blogged about porting his 2005 model of the Mayan city of Palenque (which we believe sleeps/rests on his personal hard drive) to an updated version of Unreal Tournament engine (Unreal Development Kit). But will we ever see it without having to go to Perth, Australia?

Should exhibits tell stories?

and the conclusion parallels a major issue for me in game-based heritage, too many games don’t allow or want people to think too deeply.Can you play and ponder simultaneously?

Museum Questions

This is a post I have been trying to write for a long time – over a year. I’m still struggling, so bear with me.

There has been a great deal written over the past few years about museums and storytelling. Storytelling was the theme of the 2013 Annual Alliance of Museums conference. In a 2014 post from the Antenna Lab blog notes that one of the ideas promoted at the 2014 Museum Ideas conference was that “The museum experience is all about storytelling.” One of the keynotes from the 2014 Conference of the Association of Midwest Museums was Mike Konzen from PGAV speaking about “how to select and tell stories through museum exhibits.”

But stories are a particular way to organize the world. They generally demand an emotional, rather than intellectual, response. The British classicist Eric Havelock argued that oral storytelling required both the storyteller and the listeners to identify with…

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Sources, Empathy and Politics in History from Below

Thank you, very provocative post.

the many-headed monster

Our opening post in The Voices of the People symposium (full programme here) comes from Tim Hitchcock, Professor of Digital History at the University of Sussex. Tim addresses the recent high profile debates about the role academic history writing has to play in our society, arguing that ‘history from below’ has a particularly important contribution to make – and outlines an agenda for how it can do so.

Tim Hitchcock

The purpose and form of history writing has been much debated in recent months; with micro-history, and by extension history from below, being roundly condemned by historians Jo Guldi and David Armitage as the self-serving product of a self-obsessed profession. For Guldi and Armitage the route to power lies in the writing of grand narrative, designed to inform the debates of modern-day policy makers – big history from above.   Their call to arms – The History Manifesto

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upcoming conference deadlines

*START*DUECONFERENCETHEMELOCATION
28-Oct-1523-Jul-15dch2015Digital Cultural HeritageBerlin Germany
02-Dec-1516-Aug-15AAA2015Australian Archaeological Association ConferenceFremantle Australia
07-Dec-1528-Aug-15ozchi2015being human (short papers)Melbourne Australia
02-Feb-1614-Aug-15ie2015Interactive EntertainmentCanberra Australia
05-Mar-1601-Aug-15EVAAElectronic Visualisation and the Arts Australasia 2016Canberra Australia
23-Mar-16?LAVALLAVAL VirtualLaval France
30-Mar-1625-Sep-15CAADRIA2016Living Systems and Micro-Utopias: Towards Continuous DesigningMelbourne Australia
07-May-1625-Sep-15CHI2016chi4goodSan Jose USA
01-Jun-16?HCI2016Human Computer InteractionCzech Republic
04-Jun-1626-Jan-16DIS2016Designing Interactive Systems: (Media Arch Sydney 2-4 June)Brisbane Australia
06-Jun-16invitedNEHHumanities Heritage 3D Visualization: Theory and PracticeLA USA
08-Jun-1601-Jul-15Critical HeritageCritical Heritage Studies: What does heritage change?Montreal Canada
10-Jul-16?DH2016Digital Humanities: Digital Identities The Past and the FutureCracow Poland
24-Jul-16?SIGGRAPHSIGGRAPH 2016Anaheim California USA
03-Aug-16?DiGRA2016DiGRA2016Dundee Scotland UK
06-Oct-16?ecgbl2016The 10th European Conference on Games-Based LearningUniversity of the West of Scotland
28-Nov-16?IKUWA06underwater archaeology: celebrating our shared heritagePerth Australia
30-Jul-17?SIGGRAPH 2017SIGGRAPH 2017LA USA
01-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
24-Jun-18?DH2018Digital Humanities 2018Mexico City Mexico

three reasons why editing a book is a good idea

Agree, but also think it can be a lot of work not obvious at the start-choose your collaborators wisely!

patter

Is it worth editing a book?

I’ve been asked this question a couple of times recently. It’s actually not an easy question, as you might guess. That’s because the answer depends on all kinds of things, including where you are up to in your career, the conventions of your discipline and practices in your home country. Some people would rather not be bothered with edited books at all because they don’t count for anything in their national quality/audit processes. Other people are early career, and the best thing they can do to get a job is to churn out as many peer refereed journal articles as quickly as they can. Edited books are not a good option in these circumstances, you might think. Well maybe, maybe not.

I approve of editing books, and have in fact edited a few myself. I’m very pleased with one of them in particular, because…

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visiting Sydney in June…

Tuesday 23 June (Perth, not actually Sydney but I want to feel sorry for myself as it will be at 7AM) 90 minute talk to NEH people in the USA because the 35 hour flight and 2 hour transit is for a younger braver person!

  1. Friday 26 Digital Humanities Pedagogy invited talk (abstract already posted), I think COFA campus, Paddington..URL?
  2. Saturday-Sunday 27-28 June New Zealand (because it is there)
  3. Monday 29 June DIGRAA UNSW Sydney
  4. Tuesday 30 June not sure, the event changed on me!
  5. Wednesday-Thursday 1-2 July DH2015-Digital Humanities 2015 University of Western Sydney
  6. Friday 3 July back to Perth in time for Senior Leaders Forum

DiGRAA paper, 29-30 June 2016 (abstract)

URL: DiGRAA [http://digraa.org/2015-digra-australia-conference/]

Title: Algorithms Pushed Me to the Dark Side: Questions for Procedural Rhetoric

ABSTRACT

Ian Bogost’s concept of procedural rhetoric is a tantalising theory of the power and potential of computer games, especially serious games. Yet does this concept really distinguish games from other media? Can this concept be usefully applied to the design and critique of serious games? This paper explores the ramifications of games (particularly serious games) as procedural rhetoric and whether this concept is problematic, useful, inclusive, or better employed as a recalibrated meta-epistemic theory of serious games that persuade or suggest to the player that the game mechanics, game genre, or digitally simulated world-view is open to criticism and reflection.

Keywords

Gamification, procedural rhetoric, game theory.

INTRODUCTION

While Michael Mateas has spoken of procedural literacy, and before him Janet Murray noted one feature of digital games was their procedural nature, Ian Bogost is probably most famously associated with this phrase. Ian Bogost (Bogost 2007) defined procedural rhetoric as ‘a practice of using processes persuasively.’ While procedural rhetoric combines a humanities discipline with something that is obviously a key component of games, I have reservations. Bogost himself raised the first potential flaw; he admitted that for many people rhetoric has a negative connotation. In the book Arguing well, John Shand (Shand 2002) declared ‘Logic must be sharply distinguished from what might generally be called rhetoric… rhetoric is not committed to using good arguments.’

I am not convinced that the rules of the game are the rules of the designer or even the rules of the player. The negotiation, changes, and misunderstandings as to what are the rules exactly are, by the player, is in my opinion an important and creative part of games, and by extension, computer games. While it might be reasonable to think that if the essence of the game is rules, it is another thing entirely to not even contemplate the possibility that a rule-based system could be random, changing, or open to change by the player. For example, Mary Flanagan (Flanagan 2013) looked at critical game play as wilful subversion of the rules and she provided avant-garde art as exemplars.

While Bogost seems to be saying we have to understand procedural rhetoric, astute critics and game designers do not seem sure as to how they can implement these theoretical notions. In an otherwise complementary review of Unit Operations, Zach Whalen (Whalen 2006) wrote ‘I’m eager to try my own hand at unit analysis, but I’m not sure how to proceed.’

Miguel Sicart (Sicart 2011) wrote, ‘Proceduralists claim that players, by reconstructing the meaning embedded in the rules, are persuaded by virtue of the games’ procedural nature.’ Sicart argued that meaning is more than just the learning of rules through play, the value of gameplay becomes subservient, and if rules are all that matter why should the designers have to explain them?

Computers follow procedure, and designers design procedures, (although Bogost carefully explained the term procedural rhetoric is not referring directly to programming). So how does or how can the player know that the system of rules that they (may have) a mental model of is the system of rules intended by the designer or the system of rules followed by the computer? And just because computers work by computation, by processing, does that mean the definition, the essence and the ideal of game-play is to follow and comprehend that system of rules?

Adherence to the altar of ‘procedural rhetoric’, whether intended by Bogost, or not, can lead to people thinking that the designer’s idea of the game rules are what matters. If so we may be faced with debates invoking the ‘Intentional Fallacy’, and ‘death of the Author’ could be resurrected, only this time the debates would be over computer games, not literature. For rhetoric involves the art of persuading, not necessarily the art of opening up games as vehicles of critical discourse (Chaplin 2011).

Bogost used the example of the book Guns, Germs, and Steel, and declared ‘Such an approach to history goes far beyond the relation between contemporaneous events, asking us to consider the systems that produce those events.’ Should the player be led to ‘consider the system that produce those events’ as well? Must the theory really force the player to consider the overall system, or is this statement dangerously close to the coercion-by-play approach of gamification? For gamification is a phenomenon that Bogost has excoriated (Bogost 2011).

In this presentation I will explore whether gamification and procedural rhetoric really are as different as Bogost appears to believe, and whether procedural rhetoric runs the risk of creating what Bogost has termed ‘exploitationware’ (see also (Bogost 2013)). To help in this quest, I suggest that a theory should be falsifiable (if possible); it should eliminate other fields the theory also applies to, and explain if it is prescriptive or descriptive. It should avoid similar terms with overlapping meanings or conflicting connotations as the overall name for the theory. Given these general guidelines, we should approach the term procedural rhetoric with caution.

Bio

Erik Champion is Professor of Cultural Visualization at Curtin University, and researches virtual heritage, but he also writes on game design, virtual places, architectural computing and interaction design. His recent books are Playing with the Past (Springer, 2011), and he edited book Game Mods: Design, Theory and Criticism (ETC Press, 2012). His next book Critical Gaming and Digital Humanities will be published in the Ashgate Publishing Group’s Digital Humanities Series.

BIBLIOGRAPHY

Bogost, I. (2007). Persuasive games: The expressive power of videogames. Massachusetts, USA, MIT Press.

Bogost, I. (2011) “Gamification Is Bullshit.” The Atlantic.

Bogost, I. (2013). “Preview: Why Gamification Is Bullshit.” from http://bogost.com/writing/blog/preview_why_gamification_is_bu/.

Chaplin, H. (2011) “I Don’t Want To Be a Superhero-Ditching reality for a game isn’t as fun as it sounds.” Slate, Online.

Flanagan, M. (2013). Critical Play Radical Game Design. Cambridge MA, The MIT Press.

Shand, J. (2002). Arguing well. London, Routledge.

Sicart, M. (2011) “Against Procedurality.” Game Studies the international journal of computer game research 11, online.

Whalen, Z. (2006). “Review of Bogost, Ian. Unit Operations: An Approach to Videogame Criticism.” gameology: A scholarly community dedicated to the study of videogames http://www.gameology.org/node/1066 Accessed 7 April 2014.

Digital Humanities Pedagogy: Beyond Text, Past Instruction

The long-winded (and probably not published in such a lengthy form) abstract for my talk at “Digital Humanities Pedagogy” UNSW Sydney Friday 26 June..

Initially, thanks to Sportronic’s version of Pong, but particularly from around 1982 to today, I have been fascinated by computer game design. Not so much the games for their own sake, but the complicit power they exert over players. How can we design fragmented systems that allow others to create their own imaginative worlds, their own procedural fictive realities? Later, teaching game design, I was struck by how difficult it can be to encourage students to move beyond repeating the standard tropes and clichés of commercial computer games.

My own solution, which is still a work in progress, was to encourage the students to evaluate the group work of their classmates in order to better understand others, and provide examples of critical thinking to help students concentrate more on the underlying principles while predicting the needs and demands of a future audience. For I believe the changing nature of what is the audience of today and tomorrow is a crucial emerging component of Digital Humanities, and the nature of a university as a collaborative testing and invention space of a focused strategic community is a vital if dwindling resource.

So game design teaching reflects a larger problem. How can we, in this fast changing world of digital technology, re-establish the relevance and usefulness of the university, while helping our students to prepare for a tomorrow that is not defined by a discipline or industry skill today?

Having now worked more directly in or around the field (if it is a field) of Digital Humanities, I am continually struck with the issue of learning by following or by teaching, how to reconcile individual scholastic achievement with the benefits of collaborative work, and the yawning gap between start up projects and what is desperately required at an infrastructure level. I will discuss some current and upcoming research that will hopefully tackle these issues.

That said, while my PhD evaluated learning in virtual environments, I am not a pedagogical expert. So my talk will be based on my observations and suggestions for dealing with some of the above issues, but I would also be very happy to hear how these ideas parallel or lie outside of your experiences.