Tag Archives: games

new book chapter

My/Tatiana Estrina’s chapter “On his roles as Professor and Research Fellow” should be available to order 16 January 2025.

In:

Hui, V., Scavnicky, R., & Estrina, T. (Eds.). (2024). Architecture and Videogames: Intersecting Worlds (1st ed.). Routledge. https://doi.org/10.4324/9781003408970. [If the DOI does not work try the Routledge website.]

“This book explores and affirms the emergent symbiosis between videogames 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 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?

The book is split into seven sections: Cultural Artifacts, Historic Reproduction, Production Technologies, Design Pedagogy, Proxies and Representation, Bridging Worlds, and Projected Futures.”

Is there money in games?

I was asked this on Friday

  • 2021: $300 billion USD worldwide [accenture] with 2.7 billion gamers
  • 2022: Microsoft most valuable “game” company 1.99 trillion, Tencent 400 billion, Sony 100 billion, Unity 13.29 billion, Ubisoft (Assassin’s Creed) 5.39 billion, Epic (Unreal) raises 2 billion [companiesmarketcap]
  • “Australia is home to a growing games industry. In 2021, the sector contributed $226.5million in revenue, an increase of 22 per cent on 2020, and 83 per cent of revenue is from overseas markets.” [DFAT]
  • 2014: Microsoft bought Minecraft for approx. 2.5 billion [slashgear]
  • 2021: Unity bought Weta Digital [NZ] for 1.65 billion [awn]
  • 2021: Facebook spent 10 billion on the Metaverse [yahoo]
  • 2022: Microsoft buys Activision for 68.7 billion USD [afr]

Invited Talk in Austria (virtually)

I’m giving a virtual lecture for DHGraz Wednesday 6 October 2021 (tomorrow): “We’re delighted to welcome @nzerik this Wednesday, who will open our Lunchtime Lecture series with an online talk on “Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy”
More info: https://informationsmodellierung.uni-graz.at/de/neuigkeiten/detail/article/online-lunchtime-lecture-30.-juni-2021-1200-uhr/

Not recorded but slides are here https://www.slideshare.net/nzerik/games-xr-dhgraz-talk-06102021

Virtual Heritage: A Guide

Virtual Heritage: A Guide” is published and open access!

Why did we write it? For all those interested in an introduction to virtual heritage, but facing steep purchase costs for academic books, so it is especially suitable for university undergraduate courses. Download what you need, for free.

And given it was written from go to whoa in less than a year and to a tight word limit, I am very grateful to the authors for their time…

Cite: Champion, E. M. (ed.) 2021. Virtual Heritage: A Guide. London: Ubiquity Press. DOI: https://lnkd.in/gNkNWiB. License: CC-BY-NC.

3 month visiting Fellowship

I have been accepted for/awarded a 3 month visiting fellowship (2021) (Professor Level) at the University of Jyväskylä, Finland. They are a partner in the Centre of Excellence in Game Culture Studies, funded by the Academy of Finland.

I would like to thank my hosts for this invite to the Alvar Aalto city.

I hope to take up this opportunity from early August to early November but everything depends on acceptance to leave the country by the Australian government (the only country I know of where citizens have to ask permission to leave, due to COVID-related border control).

Caption: photo of Aalto’s office in Helsinki, taken in 2009 when I was awarded a Massey University Research Fellowship. That trip led to the book Organic Design in Twentieth-Century Nordic Architecture (Routledge 2019).

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).

Digital Heritage: Presenting Futures Past

I gave a keynote Monday 9 December at Dhdownunder 2019, University of Newcastle, Newcastle, Australia. The title was Digital Heritage: Presenting Futures Past

The slides can be viewed and downloaded in the nzerik directory at slideshare.

MAIN POINTS

  1. Digital heritage, Virtual Heritage, Extended Reality (XR): what are they?
  2. Can gaming, AR or MR provide insight to the past?
  3. OR: Are they a waste of money, expensive new technology?
  4. Could, for example, digital heritage pose a threat to culture?
  5. Ziauddin Sardar 1995: “Cyberspace is a giant step forward towards museumization of the world: where anything remotely different from Western culture will exist only in digital form.”
  6. Digital Heritage highlights and challenges (interactive + immersive examples).

To cut over 80 slides short, my answers to the initial questions are

  1. VR: “reality”: untapped potential, save the IxD!! (We should preserve and disseminate the interaction design and experience, academic papers are not the answer here).
  2. Gaming, AR, MR provides insight to the past-but learning more from designing.
  3. High-technology gets in the way.
  4. Digital Heritage poses a threat to culture, if we don’t clearly consider “culture”.
  5.  Sardar: Cyberspace a symptom not a cause, museumization a partially necessary evil, Western culture is a vague target.
  6. Digital Heritage communicates, seldom preserves, more end-user involvement required.

I suggest future research and potential solutions are

  • Flexible formats, agreed standards, sensory interfaces
  • New mechanics, cultural significance and care
  • Levels of resolution, access layers
  • 3D infrastructure links to data, research, community, XR
  • Encourage creative re-use by end-users

 

new Book Chapter (Arqueología Computacional)

My new chapter, A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage (in Spanish) is out. Diego the editor informed me he will see if all chapters can be available via PDF.

Champion, E. (2017). Una división esquemática de estrategias de aprendizaje relevantes para el patrimonio cultural basadas en juegos digitales (A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage). In D. Jiménez-Badillo (Ed.), Arqueología Computacional. Nuevos enfoques para el análisis y la difusión del patrimonio cultural (pp. 217-224). México: Instituto Nacional de Antropología e Historia, RedTDPC, CONACYT. Chapter 14_Champion_PDF

 

CFPs for August 2016

START*DUE*CONFERENCETHEMELOCATION
17-Nov-1619-Aug-16DIGRAA2016Digital Games Research Association AustralasiaMelbourne Australia
31-Jan-1722-Aug-16ACSW2017Australasian Computer Science Week 2017Geelong Australia
14-Mar-1726-Aug-16CAA2017Digital Archaeologies Material Worlds (call for sessions)Atlanta Georgia USA
19-Dec-1631-Aug-16TAGTheoretical Archaeology Group – “Visualisation” sessionsSouthampton UK
27-Nov-1601-Sep-16VICTAVisions on Internet o f Cultural Things and ApplicationsNaples Italy
15-Feb-1701-Sep-16MuseumNextMuseumNextMelbourne Australia
06-May-1714-Sep-16chi2017Computer Human InteractionDenver Colorado USA
25-May-1730-Sep-16otsfThe Archaeology of Sound: a Bridge that Connects Cultures, Time & SpaceMalta
24-Apr-1707-Oct-16EG2017Eurographics 2017Lyons France
03-Mar-1709-Oct-16AMC IUIintelligent user interfacesLimassol Cyprus
03-Apr-1719-Oct-16www2017World Wide Web 2017Perth Australia
10-May-1701-Nov-162D+3D photo2D+3D photographyRijksmuseum, Netherlands
20-May-1715-Nov-16TechnoheritageScience & Technology for the Conservation of Cultural HeritageCádiz Spain
01-Aug-1721-Nov-16ISEA2017International Symposium on Electronic ArtManizales, Columbia
27-Jun-1706-Jan-17CC2017ACM Creativity and CognitionSingapore
28-Aug-1701-Feb-17CIPA 2017Digital Workflows for Heritage ConservationCarleton Canada
30-Aug-1727-Mar-17DCH2017Digital Cultural HeritageBerlin Germany
15-Jun-17?CDHCentre of Digital HeritageLeiden Netherlands
26-Jun-17?ilrn2017immersive Learning Research Network (iLRNCoimbra Portugal
10-Jul-17?DiGRA2017Digital GamesMelbourne Australia
08-Aug-17?DH2017Digital Humanities 2017: AccessMontreal Canada
02-Nov-17?HASTAC17The Possible Worlds of Digital HumanitiesOrlando Florida
24-Jun-18?DH2018Digital Humanities 2018Mexico

archaeology publishers mostly in the area of digital archaeology and video games

I have been given a deadline of February 3 to source funding for a flight to the Netherlands to the “Interactive Pasts” Value conference 4-5 April 2016. They said they hope to publish an edited book from the conference and I asked them if they had heard of the below publishers (although they probably have their own) so I added the below links. Hope this is of use to someone. Happy to add links to publishers that I have missed.

#cfp the ‘Interactive Pasts’ conference

http://www.valueproject.nl/media/introducing-the-interactive-pasts-conference/ …

This conference will explore the intersections of archaeology and video games. Its aim is to bring scholars and students from archaeology, history, heritage and museum studies together with game developers and designers. The program will allow for both in-depth treatment of the topic in the form of presentations, open discussion, as well as skill transference and the establishment of new ties between academia and the creative industry.

Due: January 31st 2016.

Abstracts: max. 200 words.

Date: 4-5 April 2016

Location: Leiden The Netherlands

Archaeology and Games-draft article

Impressed with Shawn Graham’s decision to blog a draft of his paper I decided to do the same … here is a draft of a more informal paper/article for <name of journal omitted to protect the innocent>, for a special issue/forum on games and archaeology.

Any issues, queries, suggestions, please let me know! Please remember, this is only a draft.

-Erik

Title: Bringing Your A-Game To Digital Archaeology: Why Serious Games And Virtual Heritage Have Let The Side Down And What We Can Do About It

Author: Ear Zow Digital

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 (Virtual Reality applied to cultural heritage) and interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections. Unfortunately we have few successful case studies that are shareable, robust and clearly delivering learning outcomes.

Early virtual heritage environments were low resolution, unreliable or required specialist equipment, with limited interaction. Games were and still are far more interactive and are arguably the most successful form of virtual environment, so it would seem to be a masterstroke to use game engines for virtual heritage.

Why have games succeeded where virtual reality has failed? In terms of consumer technology there is virtually no competition. Games are typically highly polished, focused products. Large and loyal audiences follow them and if they allow modding (modification of their content) then the community of fans will produce an enviable amount of content, useful feedback and grassroots marketing for the game companies. Virtual reality companies don’t have the loyal audience base, the dedicated and copyrighted content and technology pipeline, or the free advertising.

Game consoles are now the entertainment centers of so many living rooms, the game consoles and related games can last and be viable for ten years or more and in many countries the game industry makes more money than the film industry. Virtual Reality, by contrast, seems to move from hype cycle to hype cycle. The recent media blitz of head mounted displays is exciting and no doubt I will also buy one, but just like the earlier pretenders the technology has great promise but the inspiring long-term content only appears to exist in videos and artists’ impressions.

As interactive entertainment most computer games follow obvious genres and feature affordances (well-known themes, rewards and feedback on performance), they challenge people to find out more rather than telling them everything (a sometimes annoying and overloading aspect of virtual environments) and in most games learning through failure is acceptable (and required). And here lies another advantage for games over virtual environments: games offer procedural knowledge rather than the descriptive and prescriptive knowledge) found in virtual learning environments.

Most definitions and explanations of games include the following three features: a game has some goal in mind that the player works to achieve; systematic or emergent rules; and is considered a form of play or competition. Above all else, games are possibility spaces, they offer different ways of approaching the same problems and because they are played in the “magical circle” failure does not lead to actual harm, which allows people to test out new strategies. That is why, unlike other academics, I don’t view a game as primarily a rules-based system. I think of a game as an engaging (not frustrating) challenge that offers up the possibility of temporary or permanent tactical resolution without harmful outcomes to the real world situation of the participant.

Despite the comparative success of computer games, successful serious games and education-focused virtual heritage games are few and far between. The following preconceptions about games (and game-based learning) could explain why more interactive and game-like heritage environments have not emerged as both engaging entertainment and as successful educational applications.

The first and I think most common preconception of games is that they are puerile wastes of time. For an academic argument against this view, any publication on game-based learning by James Gee will provide some interesting insights, while Steve Johnson in Everything Bad is Good for You writes in a similar if humorous way on how games help hone skills.

Many critics believe games are only for children. Such a view would conveniently ignore the adult enjoyment of sports, but it also neglects the question of how we learn about culture. In the vast majority of societies around the world people learn about culture as children through play, games and roleplaying. Games are also an integral method for transmitting cultural mores and social knowledge. In “The Operational Guidelines for the Implementation of the World Heritage Convention (http://w hc.unesco.org/en/guidelines/) UNESCO specifically state they may provide assistance for informational material such as multimedia to promote the Convention and World Heritage “especially for young people.”

A related criticism of computer games is that they are only about fantasy. While it is true that some human computer interaction (HCI) experts see fantasy as a key component of games, fantasy is also a popular component of literature and fantasy provides a series of perceived affordances, the player is asked to let their imagination fill in the gaps. So perhaps thematic imagination is a more appropriate term. Fantasy creates imaginative affordances, we have a greater idea of what to expect and how to behave when we see fantasy genres and we are more willing to suspend disbelief. Fantasy helps induce narrative coherence and is a feasible vehicle to convey mythology connected to archaeology sites.

Games are not only about fantasy for many are also highly dependent on simulating violence. Yet some of the biggest selling games are not violent, for example Minecraft, Mario and the Sims series: the Sims. A more serious problem for my research has been when the real-world historical context to simulate is itself both horrific and hard to grasp. My objection to violent computer games is not so much that they simulate violence but that they don’t provide situations for the player to question the ubiquitous and gratuitous use of violence. Be definition computer games are good at computing options quickly so it is easier to cater for reflex-based challenges, stopping the player from thinking, from having time to reflect, but challenging them to both move and aim (coordinate) at the same time. And when mainstream game interaction is applied to virtual heritage and digital archaeology, the information learnt is not meaningful or clearly applicable to the real world and the skills developed are not easily transferrable.

Marshall McLuhan apparently once said “Anyone who thinks there is a difference between education and entertainment doesn’t know the first thing about either.” I have not found the origin for this quote but this saying is popular for a reason: many automatically assume entertainment is not educational or that to be meaningful, education cannot be entertaining. In the area of history this is a very worrying point, a recent survey of the American public found that while they were charmed and inspired by the word “past”, the word “history” reminded them of a school-time subject that they dreaded (Rosenzweig and Thelen, 2000).

Gamification could be the commercial savior for many educational designers but it has many critics. Fuchs ( 2013) explained gamification as the use of game-based rules structures and interfaces by corporations “to manage and control brand-communities and to create value”, this definition reveals both the attraction of gamification to business and the derision it has received from game designers and academics.

A more technical objection to using games for digital archaeology projects is that they can only provide low-resolution quality for images, movies and real-time interaction. With all due respect, game engines (such as Crysis and Unreal 4) and archaeological environments created in game engines (such as http://www.westergrenart.com/ or http://www.byzantium1200.com/) would challenge many CADD (computer-aided design and drafting) showcases. In 2015 the Guardian newspaper released an article declaring we are entering the era of photorealistic rendering (Stuart, 2015). Autodesk (the company behind the biggest CADD programs) have recognized the threat and now sell their own game engine. Even if CADD did produce higher-resolution and more accurate 3D models, what advantage would this offer over game-based real-time interactive environments where the general public is free to explore?

The last preconception or rather I should say concern about games is that they are not suitable for preservation due to software and hardware obsolescence. Game-based virtual heritage environments are not great as digital heritage, the technology does not last and the content is not maintained and updated. I agree this is a major problem, but the problem is more a lack of suitably maintained infrastructure than technology. In terms of usability research, there are very few surveys and tangible results that have helped improve the field but the biggest issue is preservation of the research data and 3D models. We still lack a systematic pipeline featuring open source software, a well-organized online archive of 3D models in a robust open format, globally accepted metadata and a community who reviews, critiques, augments and maintains suitable content.

Definitions vary but virtual heritage is not an effective communication medium and is certainly not a great exponent of digital heritage. Many of the great virtual heritage showcases such as Rome Reborn, or Beyond Space and Time (IBM) have been taken offline, use proprietary software, or have simply disappeared due to a lack of long-term maintenance. So there are very few existing exemplars and accessible showcases to learn from, (CINECA’s Blender pipeline: https://www.blendernetwork.org/cineca is an exception to the rule).

Many game engines can now export to a variety of 3D formats and run across a variety of platforms and devices. They can export VRML and now also WebGL so interactive 3D models can run in an Internet browser without requiring the end user to download a web-based plugin. Some game engines can dynamically import media assets at runtime; others can run off a database.

UNESCO recently accepted my proposal to build a chair in cultural heritage and visualization to look at these issues from an Australian perspective. We intend to survey and collate existing world heritage models, unify the metadata schemas, determine the best and most robust 3D format for online archives and web-based displays, provide training material on free open source software such as Blender and demonstrate ways to link 3D models and subcomponents to relevant online resources.

Conclusion: Archaeologists and Games Do Not Mix?

Archaeologists and suitable games could mix if games existed that leverage game mechanics to help teach archaeological methods, approaches and interpretations. As far as I know, archaeologists don’t have easy to translate mechanics for their process of discovery and understanding that we can transform into game mechanics to engage and educate the public with the methods and approaches of archaeology and heritage studies. And yet virtual heritage environments should be interactive because data changes and technologies change. Interaction can provide for different types of learning preferences and interaction will draw in the younger generations.

My solution is to suggest that rather than concentrate on the technology archaeologists should focus on the expected audience. What do we want to show with digital technology, for what purpose, for which audience and how will we know when we have succeeded?

References

Fuchs, M. 2013. CfP: Rethinking Gamification Workshop [Online]. Germany: Art and Civic Media Lab at the Centre for Digital Cultures, Leuphana University Germany. Available: http://projects.digital-cultures.net/gamification/2013/02/07/118/ [Accessed 15 October 2015].

Rosenzweig, R. & Thelen, D. 2000. The Presence of the Past: Popular Uses of History in American Life, New York, Columbia University Press.

Stuart, K. 2015. Photorealism – the future of video game visuals. The Guardian [Online]. Available: http://www.theguardian.com/technology/2015/feb/12/future-of-video-gaming-visuals-nvidia-rendering [Accessed 31 October 2015].

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)

Not all in press is true

Just came across this link of an article to an article.

http://www.metaversejournal.com/2009/07/26/the-watch-virtual-worlds-in-the-news-81/

Never said half of this, don’t remember talking to the reporter/newspaper, and certainly don’t expect virtual worlds to overtake real-world travel and books, wow!

North Shore Times (NZ) – Study out of this world. “Virtual worlds and computer games aren’t only for teen cyberjunkies, says Massey University associate professor Erik Champion. He says computer games have enormous potential and tools to explore and interact with ancient cultures, distant places and inaccessible environments. The new media lecturer at the design school on the Albany campus is seeking designers to create more New Zealand-themed virtual worlds. “The challenge is to find new interactive ways to experience things through digital media,” he says. Dr Champion says those worlds will soon become more popular than travelling and book learning and the like.”

cfa:The Computer Games Journal

uDocs Ltd is pleased to announce the launch of The Computer Games Journal.

This can be accessed at: http://www.computergamesjournal.com

Computing / games students, academics and industry professionals are invited to submit the following:

– Research papers (including review papers; progress papers; surveys; lab and QA testing studies);
– Essays and commentary on current games industry issues;
– Computer games degree dissertations.

The Computer Games Journal will be a technical publication with a business focus. It will be focussed on new developments in computer games design, development and marketing; and on the economic and technical issues facing the games industry.