Tag Archives: archaeogaming

Not actually published yet, but accepted

I’m very happy that my rather large article “Culturally Significant Presence
In Single-Player Computer Games” has been accepted for the ACM Journal on Computing and Cultural Heritage. This is despite its 12,587 words covering 4 major games, and attempting to be more conceptual and provocative than normal in a traditional ACM IT-oriented journal..

Very good reviewers too, actually. They made me work hard. I think my abstract is a bit over JOCCH length so that may change but at moment it is:

Cultural presence is a term that researchers have used to explain and evaluate cultural learning in virtual heritage projects, but less frequently in video games. Given the increasing importance of video games to cultural heritage, this paper investigates explanations of cultural presence that could be communicated by games, especially concerning UNESCO and ICOMOS definitions of cultural significance. The aim is to determine if cultural presence can be communicated via video games and across a range of game genres.

Observations derived from game prototyping workshops for history and heritage were incorporated to help develop a teachable list of desirable game elements. To distinguish itself from the vagueness surrounding theories of cultural presence, a theory of culturally significant presence is proposed. Culturally significant presence requires three components: culturally significant artifacts and practices; an overarching framework of a singular, identifiable cultural viewpoint; and awareness by the participant of both the culturally significant and the overarching cultural framework and perspective (which gives cultural heritage sites, artifacts and practices their cultural significance and relational value).

As awareness of cultural presence requires time to reflect upon, single-player games were chosen that were not completely dependent on time-based challenges. Another criterion was cultural heritage content, the games must simulate aspects of cultural heritage and history, communicate a specific cultural framework, or explore and reconstruct a past culture. Four games were chosen that simulate a culture, explain archaeological methods, portray indigenous intangible heritage, or explain historical-based ecosystems of the past based on educational guidelines. The games are Assassin’s Creed: Origins (and its Discovery Tour); Heaven’s Vault; Never Alone; and a Ph.D. game project: Saxon. Their genres could be described as first-person shooter/open world/virtual tour; dialogue-based puzzle game; 2D platform game; and turn-based strategy game.

The aim is not to evaluate the entire range of interactive and immersive virtual environments and games, but to examine the applicability and relevance of the new theory, and to ascertain whether the four games provided useful feedback on the concept and usefulness of culturally significant presence. A more clearly demarcated theory of cultural presence may not only help focus evaluation studies but also encourage game developers to modify or allow the modification of commercial games for classroom teaching of digital heritage. Game content, core gameplay, secondary gameplay, and game mechanics could be modified to engagingly compel players to consider cultural heritage values and perspectives that are not their own.

CAA2020 Session: From Spade to Joystick

Juan Robert and I were fortunate to have our session proposal accepted for Computer Applications and Quantitative Methods in Archaeology conference (CAA2020), 14-17 April, 2020, Oxford UK. Here it is below. We will work on a session call for papers in the next few weeks.

CAA2020 session proposal (format: other)

From Spade to Joystick: Playable Theory and Critical History in Archaeological Games

Themes and issues addressed by the session

Over the last decade, gaming technologies have been incorporated into many aspects of archaeological practice (Mol, Ariese-Vandemeulebroucke, Boom, & Politopoulos, 2017; Reinhard, 2018) and related heritage and historical fields (A. Chapman, 2016; Adam Chapman, Foka, & Westin, 2017; McCall, 2013). In many ways, the particular affordances of this new media offer new ways of examining archaeological data and communicating findings in museums, online websites, and formal educational environments. As the use of gaming technologies in this context have become more widespread, however, many questions in regard to the representational appropriateness of the medium and the theoretical and practical problems involved in designing and using them remain still largely unanswered.

We invite submissions addressing the historical questions related to digital archaeology and related computer applications when applied to and experienced in the medium of computer games and playable interactive experiences. Which issues could be better tackled in archaeology and heritage games? Which central related issues have writers raised but not resolved and can we resolve them?

In particular, we are interested in answers to the following questions:

  1. How can historical methods and interpretations be transferred and evaluated in archaeology and heritage-related interactive, playable media?
  2. How can specific historic periods or historically distinctive sites and cultures be experienced and conveyed through interactive, playable media?

A description of the proposed format for the session

We envisage a half-day 3 to 4-hour session of 30-minute presentation, featuring a theoretical issue, and if possible, a practical demonstration or testing session of a history/heritage game project, prototype, or proof-of-concept. Ideas to actively involve the audience and to seek feedback are encouraged. Links to resources for proof of concept, prototyping and play-testing game ideas will be provided to participants before the session.

The importance and potential contributions of research in the field

In recent years, a growing community of scholars have focused their attention to the study of the intersections between history, archaeology and games, joining efforts in a field now established as historical game studies; “the study of those games that in some way represent the past or relate to discourses about it” (Chapman, 2016, p. 16). The scope of this strand can be positioned within this field of inquiry, as well within the more recently proposed research area of archaeogaming, the “archaeology both in and of digital games” (Reinhard, 2018, p. 2).

There are very few workshops and interactive sessions at digital archaeology conferences in the area of game design and game theory. We ran a workshop on game prototyping at CAA Atlanta, and we believe that session was highly successful, but we did not clearly explain how historical problems in game design can be tackled, this session aims to address that.

Focal questions:

  • Problems of using gaming interactions in archaeological context (ethics, trivialisation of history…)
  • Translation of historical / archaeological data into game form
  • Narrative and drama versus freedom and autonomy of the player
  • Historical accuracy versus immersion and engagement
  • Conveying historically situated events, places and perspectives through games

Likely audiences for proposed session

We invite all those interested in solving game-related problems in conveying digital archaeology: archaeologists, historians, researchers, game designers/developers, students and gamers. Possible topics to explore may include, but are by no means limited to:

  • Reconstruction of ancient spaces using gaming technology
  • Playful media in museums
  • Interdisciplinary projects involving games and archaeology
  • Participatory design methods to develop heritage games
  • Rapid prototyping
  • Teaching history and archaeology with games
  • Mobile apps and online platforms using playful interactions with history
  • Play and material culture
  • Game modding
  • Serious gaming
  • Board games and physical historical games
  • Evaluation of heritage games

An overview of the expected outcome of the session

After the conference we will pursue publishing opportunities and innovative ways of including prototypes and related game pitch media.

Organizers

Erik Champion is Professor and UNESCO Chair of Cultural Visualisation and Heritage at Curtin University. He has written Critical Gaming: Interactive History and Virtual Heritage, (Routledge, 2016), and Playing with the Past (Springer, 2011), and edited Phenomenology of Real and Virtual Places (Routledge, 2018), and Game Mods: Design, Theory and Criticism (ETC Press, 2012) as well as co-editing Cultural Heritage Infrastructures in Digital Humanities (Routledge, 2017). He has taught or organized game workshops in Qatar, Turin, and Atlanta.

Juan Hiriart is a digital designer and senior lecturer in Interactive Media Arts and Design at the University of Salford, in Greater Manchester. His doctoral thesis, ‘Gaming the Past: Designing and Using Digital Games as Historical Learning Context’ was completed in May 2019 at the University of Salford. He has developed and taught game design and digital media programmes in the UK, Malaysia and China.

Robert Houghton is a Senior Lecturer in Early Medieval European History at the University of Winchester. Outside the University he works as a researcher for Mouseion Ltd and with Paradox Interactive and as an editor for The Public Medievalist. His teaching interests include the Italian city communes and proto-communes, Church and Empire during the Investiture Contest, and representations of the Middle Ages in modern games.

References

  • Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice.
  • Chapman, A., Foka, A., & Westin, J. (2017). Introduction: what is historical game studies? The Journal of Theory and Practice: Special section: Challenge the Past – Historical Games, 21(3), 358-371.
  • McCall, J. (2013). Gaming the past: Using video games to teach secondary history: Routledge.
  • Mol, A. A. A., Ariese-Vandemeulebroucke, C. E., Boom, K. H., & Politopoulos, A. (2017). The Interactive Past: Archaeology, Heritage & Video Games: Sidestone Press.
  • Reinhard, A. (2018). Archaeogaming: An introduction to archaeology in and of video games: Berghahn Books.

 

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.