Tag Archives: Melbourne

LUDIC PASTS workshop at DiGRA2017 Melbourne

LUDIC PASTS: “Game Simulations of Past Cultures and Places” Workshop

ORGANIZERS:

Erik Champion, Curtin University Australia, email erik.champion@curtin.edu.au
Michael Nitsche, Georgia Institute of Technology, USA, email michael.nitsche@gatech.edu

The fusion of archaeology and gaming has become known as archaeogaming, although this term covers several approaches. For example, Reinhard (Reinhard 2015) wrote: “I had originally thought of Archaeogaming as a framework around studying how archaeology and archaeologists are portrayed by game developers, and how they are received by gamers. I was also curious to see how (or even if) I could apply real-world archaeological methods to virtual spaces, studying the material culture of the immaterial.” However, this is not simply a workshop about archaeogaming, there are other related fields interested in the ludic simulation of past places and past cultures (art history, museum studies, media studies, anthropology, sociology, urban design, geography, to name a few). There may be specific issues that distinguish, say heritage-based games (Champion 2015) from history-based games (Chapman 2016) but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

Despite increasing interest in archaeogaming theory, there is little discussion of the field in terms of actual game design. And despite the increasing range and quality of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design and game prototyping, there is still a paucity of available game design tools and techniques specifically for capturing and communicating the past (Manker 2012) (Neil 2016, 2015). In addition, we face a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009). Hence content experts in history and heritage-related fields often lack the experience or knowledge to test game ideas, and, conversely, game studies scholars may not be aware of discipline-related problems in history, heritage, museum studies and archaeology.

This half-day (4 hour) workshop brings together researchers and designers interested in evaluating and tackling issues in the simulation of past places, events and cultures through computer game interaction. The format will combine the presentations with a discussion centered on the question of how games can support cultural heritage. Each participant will present on a particular theme, challenge or case study.

We invite contributions from any domain, including game analysis, interaction design, digital humanities, play studies, among others. In the second part, we will identify key issues arising from the presentations and in small groups will suggest a game design scenario that could address the issue in an interesting way. We are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

SUBMISSION:

  1. Please email a one page proposal to champion@curtin.edu.au, with the title “DIGRA workshop-LUDIC PASTS-<your surname>”.
  2. Provide a short but descriptive title.
  3. A description of the issue that you wish to present, whether it is a theoretical theme, design challenge or case study
  4. Mention any examples that exist.
  5. Outline any potential solutions or ideas that you wish to discuss.
  6. Is there anything you would like to bring, show or demonstrate?
  7. In one short final paragraph please explain your related background, why this issue is significant to you and which audience would be interested in a potential solution, is it specific to a field or of wider interest and impact in game studies?
  8. Lastly include contact details, your name, job title and any affiliated institute or organization.

 DEADLINES:

  • 6 March 2017                      deadline for papers
  • 10 March 2017                    announce selected authors
  • 3 July 2017                            LUDIC PASTS workshop, DIGRA2017, MELBOURNE (http://digra2017.com/)

WORKSHOP GOALS:

  • Critical discussion from multiple related domains of archaeogaming.
  • Design sketches indicating possible approaches to address them.
  • We will discuss a potential shared book publication about the topic.

THE FORMAT AND ACTIVITIES PLANNED FOR THE WORKSHOP:

  • Individual presentations of key challenges.
  • Identify shared themes and concerns to form small groups developing game sketches for archeogaming and related fields.
  • Presentation of the concepts and conclusion.

WORKSHOP SCHEDULE (4 hour workshop, 240 minutes total):

  1. 160 minutes: 8 presentations, each a maximum of 20 minutes long (including questions).
  2. 60 minutes: work on game scenarios (scene) in one of 4 groups.
  3. 20 minutes: summarize and report findings to all attending.

POTENTIAL TOOLS:

Whiteboard, pen and paper. If there is a video projector or large screen, then digital game scenarios/sketches could be shown as well.

 AUDIENCE

  • Of interest to content experts in history and heritage-related fields, game studies scholars, game designers and developers.
  • Ideal size of audience: up to 32 not including the 8 speakers

PUBLICATION

We will discuss approaching a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

 If you are interested in submitting a chapter, but cannot attend the workshop, please email the organizers a proposal similar to the 1 page workshop proposal outlined above.

CITATIONS AND REFERENCES

  1. Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. DOI: 10.1007/s12130-009-9079-7.
  2. Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.
  3. Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.
  4. Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.
  5. Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.
  6. Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.
  7. Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.
  8. Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.
  9. Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.
  10. Reinhard, A., 2015. Excavating Atari: Where the Media was the Archaeology. Journal of Contemporary Archaeology, 2(1), pp.86-93.
  11. Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.
  12. Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

TO CONTACT THE ORGANIZERS

Erik Champion, Curtin University Australia, email erik.champion@curtin.edu.au
Michael Nitsche, Georgia Institute of Technology, USA, email michael.nitsche@gatech.edu

 

Digra 2017 Workshop: Playtesting

This workshop proposal has only been provisionally accepted for Digra2017 international games conference in Melbourne Australia, on 3 July 2017, we need to convince the organisers on how it will run.

What do you suggest? It should be more generic, more hands on? More focused or more open and free-ranging? We’d love our CAA2017 participants to attend, but we’d also be more than happy if those who can’t attend Georgia Atlanta in March can attend this start of July, in Melbourne Australia (not Melbourne Florida!)

Playtesting, Prototyping & Pitching History & Heritage Games

This half-day workshop brings together history and heritage experts, interested game designers, and designers of game prototyping tools. The approach is to playtest each idea presented and provide an avenue for feedback by audience, organisers, and other presenters. It will follow on from a game mechanics workshop run at CAA2017 in Atlanta in March but will aim to extend and polish game prototypes.

Keywords

Playtesting, pitching, prototyping, archaeology, heritage, history, archaeogaming, serious games.

INTRODUCTION

In March 2017 in Georgia Atlanta for the Computer Applications and Quantitative Methods in Archaeology (http://caaconference.org/) conference, the two workshop organizers will run a session (Mechanics, Mods and Mashups: Games of the Past for the Future Designed by Archaeologists) on the initial topic, how to playtest pitch and present archaeology games. At DiGRA, with some of the initial presenters but also with new presenters, we will focus on how to pitch and prototype to and with game developers and potential clients, as well as how to perform game scenarios to reach new potential audiences and markets. The general field of research has become known as archaeogaming (Reinhard 2013), which “can include, but is in no means limited to: the physical excavation of video-game hardware, the use of archaeological methods within game worlds, the creation of video-games for or about archaeological practices and outcomes or the critical study of how archaeology is represented in video-games.(Wikipedia contributors 2016). There may be specific issues that distinguish heritage (Champion 2015) and history (Chapman 2016) games but there are also common themes, authenticity, accuracy, imagination and how interaction helps learning.

As it is for DiGRA, we are also interested in theoretical papers that examine and suggest answers for issues in converting history, heritage and general archaeology projects into potential games.

Relation to DiGRA themes: Game cultures; games and other cultural forms; communication in game worlds; games criticism; gaming in non-leisure settings; game studies in other domains; hybrid and non-digital games; history of games; game design.

The major objectives and expected outcomes of the workshop

Improved prototypes, enhanced critical discussion and feedback of prototypes, and potential open access book.

Justification for the workshop informed by current trends and research

Despite the increasing range of courses (Schreiber 2009), books (Fullerton 2014) and presentations (Lewis-Evans 2012) on game design prototyping, there is still a paucity of available game design prototype tools (Manker 2012) (Neil 2016, 2015) and a lack of venues for archaeogaming developers and related experts to present, pitch, playtest and perform their game prototypes (Ardito, Desolda, and Lanzilotti 2013, Unver and Taylor 2012, Ardito et al. 2009).

The format and activities planned for the workshop

Presentation and playtesting of games, feedback from audience and one of the other presenters.

Potential tools: Gameplay cards, game prototyping tools, scenes or videos from a 3D editor or game editor (Unity, Unreal, Blender), board games as prototypes, playing cards, physical artifacts that are role-played by the presenter, illustrations, slideshows, game editors (like the SIMS: https://www.thesims.com/en_GB) used to make films (Machinima), roleplaying videos, flowcharts, interactive fiction (like https://twinery.org/). We will provide a fuller list of tools and examples to potential attendees before the workshop.

The duration (half- or full-day) of the workshop

Half-day for 6 presenters.

The anticipated number of participants

Participants: 26 maximum (ideally) where 6 present. We require half an hour a presenter so three hours for 6 presenters, 6 hours a whole day if we want to go to 12 presenters. Ideally the non-presenting audience is not too large, preferably up to 20.

How participants will be recruited and selected

Via an online website we will create, and mailing to digital archaeology and heritage and serious games groups.

Publication plans arising from the workshop activities

We will approach a creative publisher (Liquid Books, University of Michigan Press or other) to provide an online or printable output of the demonstrations and the audience feedback.

Citations and References

Ardito, Carmelo, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti, and Antonio Piccinno. 2009. “Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.” Knowledge, Technology & Policy 22 (1):79-86. doi: 10.1007/s12130-009-9079-7.

Ardito, Carmelo, Giuseppe Desolda, and Rosa Lanzilotti. 2013. “Playing on large displays to foster children’s interest in archaeology.” DMS.

Champion, E. 2015. Critical Gaming: Interactive History and Virtual Heritage.

Chapman, A. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.

Fullerton, Tracy. 2014. Game design workshop: a playcentric approach to creating innovative games: CRC press.

Lewis-Evans, Ben. 2012. “Introduction to Game Prototyping & research.” Slideshare, Last Modified 16 December 2012, accessed 24 January. http://www.slideshare.net/Gortag/game-prototyping-and-research.

Manker, Jon. 2012. “Designscape–A suggested game design prototyping process tool.” Eludamos. Journal for computer game culture 6 (1):85-98.

Neil, Katharine. 2015. “Game Design Tools: Can They Improve Game Design Practice?” PhD PhD, Signal and Image processing. Conservatoire national des arts et metiers, CNAM.

Neil, Katharine. 2016. How we design games now and why. Gamasutra. Accessed 24 January 2017.

Reinhard, A. 2013. “What is Archaeogaming?” archaeogaming, 24 January. https://archaeogaming.com/2013/06/09/what-is-archaeogaming/.

Schreiber, Ian. 2009. ““I just found this blog, what do I do?”.” Game Design Concepts – An experiment in game design and teaching, 9 September 2009. https://gamedesignconcepts.wordpress.com/2009/07/02/level-2-game-design-iteration-and-rapid-prototyping/.

Unver, Ertu, and Andrew Taylor. 2012. “Virtual Stonehenge Reconstruction.” In Progress in Cultural Heritage Preservation: 4th International Conference, EuroMed 2012, Limassol, Cyprus, October 29 – November 3, 2012. Proceedings, edited by Marinos Ioannides, Dieter Fritsch, Johanna Leissner, Rob Davies, Fabio Remondino and Rossella Caffo, 449-460. Berlin, Heidelberg: Springer Berlin Heidelberg.

Wikipedia contributors. 2016. “Archaeogaming.” Wikipedia, The Free Encyclopedia, 24 January. https://en.wikipedia.org/w/index.php?title=Archaeogaming&oldid=729472193.

next trip: Digital Densities, Melbourne, 26-27 March 2015

Digital Densities 
A symposium examining relations between material cultures and digital data
26th – 27th March 2015, The University of Melbourne.

Hosted by the Digital Humanities Incubator (DHI) in the School of Culture and Communication, University of Melbourne.

Presenters include Sarah Kenderdine, Paul Arthur, Erik Champion, Miguel Escobar, Rachel Fensham, Gillian Russell, Nick Thieberger and Deb Verhoeven.

  • Keynote Address: Prof. Sarah Kenderdine. Thursday 26th March 2015, 6-8pm McMahon Ball Theatre, Old Arts Building
  • Registration 8.45am.
  • Friday 27th March 2015, 9am – 5.30pm Linkway, 4th Floor John Medley Building

Admission is free. Bookings are Required. Seating is limited.

My abstract (and I am happy to meet and network with people the day before):

Title: Intangible Heritage, Material Culture and Digital Futures
Our experience with the material culture of situated heritage is typically embodied, personal, and unique. On the other hand, our literary understanding of the past as developed through reading of scholarly texts is typically linear, monovocal, and aplatial.  Our experience and our literary understanding are two modes of knowledge that seldom meet.
Digital humanities has/have promised to provide alternative visions to metanarrative, to frozen information, and to disembodied experiences. Digital technology has offered to destroy distance and difference. My research on the other hand, aims to restore an appreciation of distance and difference, though creating cultural constraints in immersive visualizations through both the limitations and affordances of digital technologies. Now I have proposed to UNESCO to combine game engine capabilities and consumer-level capture technologies with open access 3D cultural heritage content in new and community-maintained online archives. Can this project provide material weight to the virtual?

CFP:ozchi 2012

OzCHI is Australia’s leading forum for work in all areas of Computer-Human Interaction. It attracts an international community of practitioners, researchers, academics and students from a wide range of disciplines including user experience designers, information architects, software engineers, human factors experts, information systems analysts, social scientists and managers. The conference also welcomes perspectives from design, architecture, engineering, planning, social science and creative industries among other disciplines. OzCHI 2012 is being held In cooperation with the ACM and accepted long and short papers will be included in the ACM Digital Library.

The conference will be held in the Advanced Technologies Centre at the Swinburne University of Technology, Hawthorn campus. Monday 26th and Tuesday 27th November are devoted to workshops, tutorials and a doctoral consortium. Wednesday 28th November to Friday 30th November will contain the main body of the conference The conference theme, Innovation, Immersion, Integration, Inclusion and Interaction. The theme reflects both the global nature of HCI and the diversity of cultures within which people incorporate interactive use of computers in their daily lives. It also reflects how HCI practitioners and researchers conduct their research and build their applications. *Submissions All submissions must use the two column OzCHI proceedings template: OZCHI proceedings template. OzCHI 2012 will use the EasyChair conference paper management system.

Detailed instructions will be found on the conference website www.ozchi.org Friday 15th June, 2012

Submission of Long Papers/Tutorial proposals/Workshop proposals/Industry Day proposals Friday 31st August, 2012

Submission of Short Papers/Demos/Doctoral consortium applications