Category Archives: serious games

new old article available

I finally added this 2017 article online, but I noticed the overall issue (SAA Archaeological Record) has disappeared (or URL changed).

Article is:

Champion, E. (2017). Bringing Your A-Game to Digital Archaeology: Issues with Serious Games and Virtual Heritage and What We Can Do About It. SAA Archaeological Record: Forum on Digital Games & Archaeology, Vol. 17 No.2 (special section: Video Games and Archaeology: part two issue), pp. 24-27. March issue. PDF available at https://espace.curtin.edu.au/handle/20.500.11937/67358?show=full (and academia and researchgate).

No longer working: Society for American Archaeology URL: http://www.saa.org/Portals/0/Record_March_2017.pdf

Above image AI-generated by wordpress based on post (not in article!)

New PhD vacancies open February

In February I will have 2 PhD projects open for candidates to apply at this new (merged) Adelaide University- Filter “History, Heritage and Archaeology”

https://adelaideuni.edu.au/research/research-degrees/research-projects/

Radical Co-Design for Filtered Affective Digital Heritage via AR and WebXR

This project explores how technology like Augmented Reality (AR) and WebXR can enhance visitor engagement with Galleries, Libraries, Archives and Museums (GLAM), particularly dark tourism sites such as prisons, through game design and storytelling. The project focuses on Adelaide Gaol, one of Australia’s oldest colonial buildings. By involving volunteer communities and former prisoners’ families in the radical co-design process, the research aims to develop AR-based experiences that convey personal narratives that can be filtered and tailored to visitors. Key research questions explore utilising radical co-design for dark tourism sites, whether escape-room style game design enhances engagement and how effectively content can be personalised. The project will use low-cost, open-access tools throughout, and will generate new insights applicable across the GLAM and tourism sectors.

Game Prototyping for Museums and Galleries

This project will examine the development and design of game prototypes for use in museums and galleries with content specialists to create interactive, augmented, or immersive exhibitions and/or the evaluation of these exhibitions and works. A number of methods may be considered and investigated, including Figma, ShapesXR, Blueprints, physical game demos, and other methods. Possible outcomes of the project include non-traditional research outputs as well as contributions to theoretical disciplinary knowledge.

New book chapter

Champion, E. (2024). Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Games. In M. Morawski & S. Wolff-Seidel (Eds.), Gaming and Geography: A Multi-perspective Approach to Understanding the Impacts on Geography (Education) (pp. 49-61). Springer International Publishing. https://doi.org/10.1007/978-3-031-42260-7_3

Conference papers, articles, books, and blogs have already examined how aspects of cultural geography can be explored through video games. This paper will explain how games and game engines can be modded (modified) to allow players to explore aspects of GeoHumanities, in particular, place and presence, from a perspective aligned with a selection of concerns and methods in cultural geography and critical geography.

free book chapter

Our book chapter Galleries, Libraries, Archives and Museums [GLAM]-focused Games and Gamification is free to access until 21 October 2024. https://www.emerald.com/insight/content/doi/10.1108/S0065-283020240000054006/full/html

Engaging with digital heritage requires understanding not only to comprehend what is simulated but also the reasons leading to its creation and curation, and how to ensure both the digital media and the significance of the cultural heritage it portrays are passed on effectively, meaningfully, and appropriately. The United Nations Educational, Scientific, and Cultural Organization defines ‘digital heritage’ to comprise of computer-based materials of enduring value some of which require active preservation strategies to maintain them for years to come.

With the proliferation of digital technologies and digital media, computer games have increasingly been seen as not only depicters of cultural heritage and platforms for virtual heritage scholarship and dissemination but also as digital cultural artefacts worthy of preservation. In this chapter, we examine how games (both digital and non-digital) can communicate cultural heritage in a galleries, libraries, archives, and museums [GLAM] setting. We also consider how they can and have been used to explore, communicate, and preserve heritage and, in particular, Indigenous heritage. Despite their apparently transient and ephemeral nature, especially compared to conventional media such as books, we argue computer games can be incorporated into active preservation approaches to digital heritage. Indeed, they may be of value to cultural heritage that needs to be not only viewed but also viscerally experienced or otherwise performed.

Reflective experiences with immersive heritage

I have uploaded the author version of my chapter entitled “Reflective Experiences with Immersive Heritage” for

1st Edition

Difficult Heritage and Immersive Experiences

Edited By Agiatis Benardou, Anna Maria Droumpouki Copyright 2023

The explosion in the development and communication of digital humanities has seen fascinating digital visualisation projects. Some focus on slavery and massacre, such as the Monroe and Florence Work Today website, (Monroe & Florence Work Unknown), a database and mapping platform of lynching in America, Slave voyages visualized by SLADE magazine (Kahn and Bouie 2015) and in Australia the Colonial Frontier Massacres in Australia 1788-1930 map, Australia. (Allam and Evershed 2019; Ryan 2019). Some focus on outright horror, others use digital technology to convey contestation and issues of ambiguity. Despite the growth and spread of these digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create showstopping instant experiences, but existing, durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, and examples of difficult heritage far rarer. To review and address this gap, I will summarize dilemmas in present research on immersion, presence and immersivity; cover recent developments in virtual, augmented and mixed reality technology. Then, inspired by UNESCO charters, indigenous manifestos and ethical design principles in digital humanities, (Hepworth and Church 2018), I will attempt to formulate a theoretical framework with criteria and guidelines to help immersive environment designers address the depiction or evocation of difficult pasts.

Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification

New book chapter out! Sorry, not open access.

Champion, E., & Emery, S. (2024). Galleries, Libraries, Archives, and Museums [GLAM]-focussed Games and Gamification. In J. Nichols & B. Mehra (Eds.), Data Curation and Information Systems Design from Australasia: Implications for Cataloguing of Vernacular Knowledge in Galleries, Libraries, Archives, and Museums (Vol. 54, pp. 67-83). Emerald Publishing Limited. https://doi.org/10.1108/S0065-283020240000054006.

Assassin’s Creed in the Classroom

Assassin’s Creed‹ in the Classroom History’s Playground or a Stab in the Dark? HAS been published by De Gruyter, on 18 December. Thanks to my co-editor Dr Juan Hiriart, and our authors.

https://degruyter.com/document/isbn/9783111250724/html

Erik Champion and Juan Hiriart
Introduction: History’s Playground or a Stab in the Dark?

Marc-André Éthier and David Lefrançois
Chapter 1: Historical Video Games and Teaching Practices

Chu Xu, Robin Sharma and Adam K. Dubé
Chapter 2: Discovery Tour Curriculum Guides to Improve Teachers’ Adoption of Serious Gaming

Ylva Grufstedt and Robert Houghton
Chapter 3: Christian Vikings Storming Templar Castles: Anachronism as a Teaching Tool

Julien A. Bazile
Chapter 4: Ludoforming the Past: Mediation of Play and Mediation of History through Videogame Design

Nathan Looije
Chapter 5: Exploring History through Depictions of Historical Characters in Assassin’s Creed Odyssey

Juan Hiriart
Chapter 6: Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour

Kevin Péloquin and Marc-André Éthier
Chapter 7: The Discovery Tour as a Mediated Tool for Teaching and Learning History

Angela Schwarz
Chapter 8: Discovering the Past as a Virtual Foreign Country: Assassin’s Creed as Historical Tourism

Hamish Cameron
Chapter 9: Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment

Kira Jones
Chapter 10: Assassin’s Creed @ The Carlos: Merging Games and Gallery in the Museum

Manuel Sánchez García and Rafael de Lacour
Chapter 11: From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education

Ear Zow Digital
Chapter 12: Assassin’s Creed As Immersive and Interactive Architectural History

Upcoming talks: Norway Iceland UK

Thanks to echoing.eu and NTNU for inviting me to Europe.

MONDAY 16 October NTNU talk, Gunnerus Library, TRONDHEIM NORWAY 12:00-13:00

LUNCH WITH A WRITER: “PLAYING WITH THE PAST”

The eCHOing project is inviting you to a lunch lecture, join us for an exciting event that explores the fascinating world of visitor experiences in the GLAM sector (Galleries, Libraries, Archives, and Museums). Photo: gunnerus.no NTNU UB

TUESDAY 17 OCTOBER Hands-on Game Design Workshop, TRONDHEIM NORWAY, 09:30-14:30

Join us for an exciting event that explores the fascinating world of visitor experiences in the GLAM sector (Galleries, Libraries, Archives, and Museums).

Whether you’re a student curator, librarian, archivist, or museum enthusiast, this event is a must-attend to stay ahead in the ever-evolving GLAM landscape.

In this half-day workshop Erik Champion will help small groups of 4 brainstorm (“ideate”) ideas to create engaging games using a simplified working definition of computer games, and with the help of physical items. Although these game ideas could eventually become digital games, escape rooms, augmented or mixed reality projects, this introductory workshop will concentrate on creating and testing physical (analogue) demos and simple prototypes. Although Erik’s focus has been on history and heritage games, this workshop will be open to other types of games, but particularly on those where players can learn beyond the game, and where the game is a series of engaging challenges. You may bring your own idea for a game, or develop a game idea on the day in a group. No programming necessary. 

  • Work in interdisciplinary groups with real life problems 
  • Be an agent of change as your ideas will help professionals reach a wider audience for their cultural institutions!
  • Learn the fundamentals of serious games and why so many fail.
  • Discover how paper prototyping in groups can help you quickly create engaging game ideas.

Short bio for NTNU workshop

Erik Champion tutors game jam projects in South Australia at UniSA, and has hosted game design workshops in Australia, Italy, Poland, the United States, Qatar, and Finland, and co-hosted remotely a game design workshop with school children in Rapa Nui (Easter Island) with Dr Juan Hiriart. He is currently working on research projects with Tencent Games and Ubisoft. He wrote Playing With The Past: Into The Future (Springer 2022), and edited the open access book Virtual Heritage: A Guide (Routledge, 2021) and has written books on the intersection between video games and cultural heritage. He has honorary appointments at Curtin, UWA, and ANU and was recently a visiting professor at the University of Jyvāskylā, Finland, a partner of the Centre of Excellence in Game Studies (https://coe-gamecult.org/).

Skills required: none.

The eCHOing project is an EU-funded programme that aims to foster collaboration through open innovation between universities and 29 cultural institutions in five European countries. Don’t miss out on this unique opportunity to gain valuable insights from our invited gaming guru and writer of the book PLAYING WITH THE PAST.

WEDNESDAY 18 October MediaCity, Salford University, MANCHESTER, ENGLAND, UK, 15:00-19.00

Flexible Heritage Games, Extended Reality and Heritage Futures

My talk: Flexible Heritage Games, Extended Reality and Heritage Futures, focuses on XR and escape rooms, what can we learn from them?

Featuring four presentations as part of the Southern Je immersive exhibition.

FRIDAY 20 October, VR Lab, University of Iceland, REYKJAVIK, ICELAND, 14:00-16:00

Linking Digital Heritage, Games and Virtual Tourism: Menningararfur í sýndarheimum – Cultural Heritage in Virtual Worlds Symposium.

This talk will examine how key challenges in digital heritage involving 3D models could be brought to life and re-opened to interpretation by game design, and how game-like interaction could also help increase the richness and immersive qualities of XR (extended reality) and virtual tourism. Can 3D models, the scholarly information surrounding them, and the involvement of the public be brought closer together? And can we harness the speed and complexity of new technologies to ensure both the data and our understanding of that data can be recorded, interpreted, and shared more fairly, openly, and democratically?

Tickets: EVENTBRITE.

The other speakers will be talking on:

a) making digital twins of statues and monuments that can be used for different purposes in preservation and promotion (https://sketchfab.com/ListasafnEinars/models);

b) working with heritage and even heritage artefacts into a computer game https://islandofwinds.com

NB Morning Workshop on game prototyping: to be determined.

MONDAY 23 October Watershed Media Centre BRISTOL, ENGLAND, UK, 18:00-20:00

Screen Tourism and Affective Landscapes Book Launch

WEDNESDAY 25 October School of Journalism, Media and Culture, Central Square, CARDIFF UNIVERSITY, WALES, UK, 16:00-17:15

Reflective Experiences with Immersive Heritage (Difficult Digital Heritage)

Despite the growth and spread of digital humanities visualisation projects, parallel and accessible examples in immersive virtual heritage are harder to find. Over the last three decades, immersive technologies (especially as “new” media) have embraced digital heritage to create spectacular experiences, but existing and durable examples of virtual heritage (virtual reality applied to cultural heritage) are relatively rare, while examples of difficult heritage far rarer. In this talk I will summarize relevant dilemmas in presence research, and recent developments in virtual heritage, reflect on some difficult lessons learnt, and offer some recommendations as to how we could address the depiction or evocation of difficult pasts in the near future.

BIO

Erik Champion is an Enterprise Fellow at UniSA, Emeritus Professor at Curtin University, Honorary Research Fellow at UWA, and Honorary Research Professor at ANU. He has published books and papers on serious games and game mods, virtual heritage, virtual world phenomenology, digital humanities infrastructures, and architectural history.

October Travels in Europe

I think that should be enough for awhile…

Norway in October

Have been invited to the Norwegian University of Science and Technology – NTNU in Trondheim to give a talk and possibly a workshop for echoing.eu (“Recovery of cultural heritage through higher education-driven open innovation”).

And it looks like I may have funds for a book launch in Bristol, a talk at Salford University (near Manchester) and a talk at Cardiff University in Wales. Still to fully organize the UK side trip though.

New book, new cover?

Champion, E., & Hiriart, J. (Eds.). (2023: accepted). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series.

It looks like the “Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark?” edited book is close to the contract stage, and hopefully will be published by the end of the year…what sort of cover image do you suggest? For De Gruyter’s “Video Games and the Humanities” series (must suit their theme colour):

degruyter.com

Video Games and the Humanities

This series provides a multidisciplinary framework for scholarly approaches to video games in the humanities.

PhD Opportunity: Audio-Augmented Reality

PhD study opportunity* at the University of South Australia (in Adelaide, South Australia) https://unisa.edu.au/research/degrees/leveraging-audio-augmented-reality

“lead tourists around past & present live music hotspots & live music history locations of Adelaide with directed thematic or user-driven audio tours”

*Sorry, there are no degree fees for locals but there is also no scholarship funding attached to this one.

Out in print oh so soon

Books

Playing with the Past: Into the Future (second edition, ebook out soon)

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic-I’m a co-editor but have a chapter on videogame tourism in there somewhere..

Book Chapters

Working on now/sent

  • Champion, E., Stadler, J., Lee, C., & Peaslee, R. (Eds.). (2023: In press). Screen Tourism and Affective Landscapes: the Real, the Virtual, and the Cinematic. Routledge. https://www.routledge.com/Screen-Tourism-and-Affective-Landscapes-The-Real-the-Virtual-and-the/Champion-Lee-Stadler-Peaslee/p/book/9781032355962
  • Champion, E., & Hiriart, J. (2023: In press). Workshopping Board Games for Space Place and Culture. In C. Randl & D. M. Lasansky (Eds.), Playing Place: Board Games, Popular Culture, Space. MIT Press. 08/2023.
  • Champion, E. M. (2023: In press). Digital Heritage Ethics. In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics. Routledge. 
  • Champion, E., & Emery, S. (2023: Pending). 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. Routledge. 
  • Champion, E. (2022: In press). Not Quite Virtual: Techné between Text and World. In B. Mauer & A. Salter (Eds.), Reimagining the Humanities. Parlor Press. 

Conference paper

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.

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.

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

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.