Tag Archives: Chapter

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.

I’m looking forward to this book, I’m interviewed for a section in it and the rest of the content is interesting!

Champion, E., & Estrina, T. (2025: in press). On his roles as Professor and Research Fellow- Erik Champion. In V. Hui, R. Scavnicky, & T. Estrina (Eds.), Architecture and Videogames Intersecting Worlds. Routledge. https://www.routledge.com/Architecture-and-Videogames-Intersecting-Worlds/Hui-Scavnicky-Estrina/p/book/9781032528854

“The definitive resource on consolidating these interconnected fields, this book will mobilize the current generation of designers to explore and advance this synthesis.””This book explores and affirms the emergent symbiosis between video games and architecture, including insights from a diverse range of disciplines.

With contributions from authorities in both architecture and videogame industries, it examines how videogames as a medium have enlightened the public about the built environments of the past, offered heightened awareness of our current urban context, and presented inspiration and direction for the future directions of architecture. A relatively nascent medium, videogames have rapidly transitioned from cultural novelty to architectural prophet over the past 50 years. That videogames serve as an interactive proxy for the real world is merely a gateway into just how pervasive and potent the medium is in architectural praxis. If architecture is a synthesis of cultural value and videogames are a dominant cultural medium of today, how will they influence the architecture of tomorrow? Heavily illustrated with over 200 images, the book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.

The definitive resource on consolidating these interconnected fields, this book will mobilize the current generation of designers to explore and advance this synthesis.”

new OA Chapter for Communicating the Past book

Just added an early version of my chapter “Games People Dig: Are They Archaeological Experiences, Systems or Arguments?” in the Communicating the Past Book.

Every chapter is full open access. For book see https://www.ubiquitypress.com/site/books/10.5334/bch/

researchgate.net/publication/33 CC-BY 4.0.

One of the many but important dilemmas we may encounter in designing or critiquing games for archaeology (Champion 2015) is determining the why: why we should develop, buy, play, and teach specific games for the above disciplines. For archaeology, I propose there is a further important trifurcation: games aiming to convey an experience of archaeology (Hiriart 2018); games aiming to show how systems, methods, findings, and unknowns interact either to produce that experience; or games revealing what is unknown or debated (how knowledge is established or how knowledge is contested).