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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are there open access virtual heritage/digital archaeology journals?

Not so many virtual heritage open access journals (help me here!) but there are various open access archaeology journals:

  • The open access archaeology journal I first knew of (around 2004 I think I first heard of it?) http://intarch.ac.uk/ does have Author Processing Charges (APC) and I don’t know the cost of APC (I assume it varies based on page count) but it does also include 3D media asset. Now “All our content is Open Access”.
  • Now there is also Open Archaeology which only issues once per year, and accepts many graphic formats (but not 3D?) but what interested me was this request:It is important that authors include a cover letter with their manuscript. Please explain why you consider your manuscript as suitable for publication in the Journal, why will your paper inspire the other members of your field, and how will it drive research forward. However, there is a pricing paragraph on the right. Most confusing, is it open access and authors pay? In passing, there is an interesting issue entitled Topical Issue on Challenging Digital Archaeology.
  • There is also a wider ranging series of open access journals in ancient studies. I note also the open access and free articles in the JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY.
  • Frontiers in Digital Humanities is not archaeology-specific but does have a digital archaeology section so deserves a mention.As it includes experimental work I am not sure how it is rated as a quality journal output by educational institutes (Indexed in: Google Scholar, CrossRef) but in Australia very few open access journals in any field (especially Digital Humanities!) seem to receive the Excellence in Research for Australia (ERA) rating anyway! Frontiers have a tiered reader-decided impact-led publication system which I find rather interesting if puzzling.
  • There is also Mediterranean Archaeology and Archaeometry Journal, which is a little more wide ranging, I believe, than the title suggests (although there is obviously an emphasis on the Mediterranean region) . It has been free open access PDF articles since 2014, and is issued three times a year.
  • American Journal of Archaeology is open access but only for book reviews, review articles, editorials etc. Eprint articles can be stored in an institutional repository.
  • There is also the Open Access Journal: Virtual Archaeology Review.
  • Doug’s archaeology blog lists archaeology journals and open access journals.
  • Please also consider the Journal of Contemporary Archaeology – looks interesting! “Journal of Contemporary Archaeology is the first dedicated, international, peer-reviewed journal to explore archaeology’s specific contribution to understanding the present and recent past.” It features both open access and subscription access.
  • For more general publishing outlets in archaeology please consider these resources http://researchguides.uoregon.edu/anthropology/openaccess
  • Finally, I’d like to mention The Cotsen Institute of Archaeology Press including Digital Archaeology such as open access issue/proceedings (?) Archaeology 2.0. Open Access in general? I hope so!

Digital Heritage/Virtual Heritage Open Access Journals? A work-on! I wonder if there is enough of a market to push for a virtual heritage open access journal or if it is more realistic to dock such an idea under the arm of a more general archaeology or heritage open access journal.

For more game-related articles there is the Journal of Virtual Worlds Research (but I don’t know if they still have APC); Game Studies and Eludamos. Journal for Computer Game Culture, and so on.

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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“Conflict-Solving Strategies in Heritage Studies” Germany, conference applications

Application

Application.

Deadline for applications: August 25, 2015

General Information:
Applicants are expected to select one of the thematic areas in order to give a 15-minute oral presentation in one of the workshops. Short-listed applicants have to submit a 2,000-word essay and a draft poster.

The thematic areas for in-class presentations are:

  1. Conflict-solving strategies in the context of historic urban landscapes
  2. Cultural landscapes in conflict: challenges and solutions
  3. Heritage in the event of war and terrorism
  4. Climate change and natural disasters as challenges for natural heritage
  5. Heritage Impact Assessment (HIA) as a tool for solving conflicts

How to apply?
In order to apply please submit the following documents:

  1. Application form (Please download the form to your computer)
  2. Curriculum Vitae (1 page)
  3. Letter of Motivation indicating the chosen thematic area (1 page)
  4. Abstract of your research project in progress, i.e. your in-class presentation (0,5 page)
  5. Proof of enrolment as a Master’s or Ph.D. student

Applications procedure:
Please, be aware that applicants have to select one of the five thematic areas described above. The application is considered incomplete, if a thematic area is not indicated. The short-listed candidates will be invited to submit a 2,000-word essay on their in-class presentation by September 15, 2015. Based on the quality of the papers the advisory board of ISAC will select the definite participants and award up to 15 scholarships.

Course Fee:
Participants have to pay a registration fee of 250 euros that includes tuition, course materials and the costs of the thematic excursions.

Scholarships:
ISAC may offer up to 15 scholarships provided by the German Academic Exchange Service (DAAD).
The selection criterion is the quality of your application (i.e. relevance of your studies, letter of motivation, quality of the abstract and the 2,000-word essay on your in-class presentation).
The scholarships cover accommodation and a lump sum for traveling costs. Please note that traveling costs will be reimbursed according to the regulations of the DAAD.
Eligible are only international students that are enrolled at a foreign university. Neither degree-seeking international students enrolled at a German higher education institution nor German students enrolled at a foreign higher education institution are eligible.
A limited number of junior researchers who work at a foreign higher education institution may be awarded a scholarship. Either way, you have to provide a proof of enrolment or a certificate from your employer.

Please send your application via email to:
Ms. Dariya Afanasyeva

Scientific Assistant
BTU Cottbus-Senftenberg
Chair Intercultural Studies, UNESCO Chair in Heritage Studies
Email: heritagecottbus[at]gmail.com

potential paper in Forum on Video Games and Archaeology

Title: Serious Games and Virtual Heritage Have Let Archaeology Down

Wandering around museums or visiting art galleries and school fairs a relatively impartial observer might notice the paucity of interactive historical exhibitions. In particular there is a disconnect between serious games masquerading as entertainment and the aims and motivations of archaeology. Surely this is resolved by virtual heritage projects, interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections (Lara Croft:Tomb raider). Unfortunately we have few successful case studies that are shareable, robust, and clearly delivering learning outcomes.

Theoretical Issues for Game-based Virtual Heritage

Another book chapter published

Theoretical Issues for Game-based Virtual Heritage

Abstract:

This paper critiques essential features in prominent theories of serious games, and compares them to interaction features of commercial computer games that could be used for history and heritage-based learning in order to develop heuristics that may help future the specific requirements of serious game design for interactive history and digital heritage.

Champion, E. (2015). Theoretical Issues for Game-based Virtual Heritage. In M. Ebner, K. Erenli, R. Malaka, J. Pirker & A. E. Walsh (Eds.), Immersive Education (Vol. 486, pp. 125-136): Springer International Publishing.

It gives the reader an idea of my upcoming book:

Critical Gaming: Interactive History and Virtual Heritage (Digital Research in the Arts and Humanities)

Out soon: My book “Critical Gaming: Interactive History & Virtual Heritage”

Review:

If you would like to review the book please check out this page for contact details: https://www.ashgate.com/default.aspx?page=2253 …

Critical Gaming: Interactive History and Virtual Heritage

Purchase:

The book will be available via http://www.ashgate.com/isbn/9781472422910

or Amazon: http://www.amazon.com/Critical-Gaming-Interactive-Heritage-Humanities/dp/1472422929

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history. Contents: Introduction; Digital humanities and the limits of text; Game-based learning and the digital humanities; Virtual reality; Game-based history and historical simulations; Virtual heritage and digital culture; Worlds, roles and rituals; Joysticks of death, violence and morality; Intelligent agents, drama and cinematic narrative; Biofeedback, space and place; Applying critical thinking and critical play; Index.

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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The Egyptian Oracle Project: Ancient Ceremony in Augmented Reality (Bloomsbury Egyptology)

Strange, authors don’t have a copy yet, and it says the book will be available from July 30 but my library already has a copy. Anyway, I wrote an introductory chapter on virtual heritage and the other chapters will be of interest to Egyptologists, Classicists, AI researchers, puppeteers, and of course Virtual Heritage designers..

http://www.amazon.com/The-Egyptian-Oracle-Project-Bloomsbury/dp/1474234151

For more than 2,000 years, between 1500 BCE and 600 CE, the Egyptian processional oracle was one of the main points of contact between temple-based religion and the general population. In a public ceremony, a god would indicate its will or answer questions through the movements of a portable cult statue borne by priests or important members of the community.

The Egyptian Oracle Project is an interactive performance that adapts this ceremony to serve as the basis for a mixed-reality educational experience for children and young adults, using both virtual reality and live performance. The scene is set in a virtual Egyptian temple projected onto a wall. An oracle led by a high priest avatar (controlled by a live human puppeteer) is brought into the presence of a live audience, who act in the role of the Egyptian populace. Through the mediation of an actress, the audience interacts with the avatar, recreating the event.

The series of carefully focused essays in this book provides vital background to this path-breaking project in three sections. After a brief introduction to educational theatre and virtual reality, the first section describes the ancient ceremony and its development, along with cross-cultural connections. Then the development of the script and its performance in the context of mixed-reality and educational theatre are examined. The final set of essays describes the virtual temple setting in more detail and explores the wider implications of this project for virtual heritage.

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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Seeing Is Revealing: A Critical Discussion on Visualisation And The Digital Humanities

My talk for tomorrow’s dh2015.org conference at UWS, Sydney is entitled:
Seeing Is Revealing: A Critical Discussion on Visualisation And The Digital Humanities.
The presentation examines how

  1. More emphasis has been on scientific visualisation, on non-interactive calculation and presentation of quantifiable data but Digital Humanities Visualisation is not only about data, but can also be interactive. vague, questioning and rhetorical.
  2. Visualisation is not only pretty, (refer Baldwin, S. 2013. The Idiocy of the Digital Literary (and what does it have to do with digital humanities)? digital humanities quarterly (dhq) [Online], 7. Available: http://www.digitalhumanities.org/dhq/vol/7/1/000155/000155.html [Accessed 14 March 2014]). It can help solve and not just communicate research problems.
  3. Visualisation has to overcome ocularcentrism as Virtual Reality reflects not only sighted reality but non-sighted reality, visualisation is more than just the visual (explain using cave paintings!)
  4. Game design is not typically part of Digital Humanities but it is an interesting vehicle for community feedback, cultural issues, critical reflection and medium-specific techniques (such as procedural rhetoric-see last post).
  5. I will discuss visualisation in terms of game engines for history and heritage, hybrid pano-tables, learning via inventories and maps, NPC driven narrative, indirect personalisation (biofeedback), and active speaker as embedded and embodied characters inside environments.
  6. There are huge issues, HCI, authenticity, developing scholarly arguments in collaboration, preservation, etc.)
  7. So if the above is not Digital Humanities what is it? It employs research in the traditional humanities, converts IT people to humanities research (sometimes), helps preserves and communicates cultural heritage and cultural significance through alterity, cultural constraints and counterfactual imaginings. History and heritage is not always literature! And the DH audience is not always literature-focused or interested in traditional forms of literacy.

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.