Category Archives: publication

#CFP call for journal articles

#CFP call for papers Journal of Digital Media & Interaction (JDMI)

Special Issue on Cultural Heritage in the Digital Age: Innovative Approaches to Preservation and Promotion

We invite original and unpublished contributions addressing theoretical advances and practical applications of emerging technologies, methodologies, and cross-disciplinary collaborations in Cultural Heritage preservation and promotion. Contributions from computer science, digital humanities, cultural studies, anthropology, and media studies are encouraged to foster an interdisciplinary dialogue on the future of cultural heritage preservation in the digital era.

🔗 Learn more and submit here: https://proa.ua.pt/index.php/jdmi/call_papers

🗓️ Submission deadline: March 31, 2025

Working on a book with questions posted here

I’m writing a short book, “3D Visualization as Critical Heritage”. I’ll post questions on earzow.com as I work through chapters: 3D As Argument; Culturally Significant Presence; Immersive Literacy; The Vanishing Virtual; The Heritage Multiverse. Chapter titles are draft but hopefully I will stick to them. The book will be in the Critical Heritage series at https://www.cambridge.org/core/publications/elements/critical-heritage-studie

Sorry I don’t have funds for open access publication.

Open access book on paradata

M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation. Springer Nature Switzerland. Open Access. https://link.springer.com/book/10.1007/978-3-031-78590-0

I have a chapter in there.

Champion, E. (2025). Usable, Useful, Reviewable and Reusable Metadata. In M. Ioannides, D. Baker, A. Agapiou, & P. Siegkas (Eds.), 3D Research Challenges in Cultural Heritage V: Paradata, Metadata and Data in Digitisation (pp. 176-183). Springer Nature Switzerland. https://doi.org/10.1007/978-3-031-78590-0_15. Open Access.

Places you have visited

I just wanted to compare simple mapping software for excell/CSV data input.

Here is trial version of https://www.maptive.com/map-excel-data/ (note huge watermark) of countries which invited me to speak there (physically or virtually). I may have missed a few but hey Canada, and South America, and Africa, what’s happening!?

There are a few that invited me (Iraq, Canada, France, Bulgaria) but it just didn’t work out. I didn’t count countries I have presented a conference paper in but there’s only a few more (Canada, Portugal, Thailand, Hong Kong-ok, not a country). But even such a simple exercise reveals I still travel quite a bit to Europe and the more famous European countries (perhaps a tad too much).

But more importantly, a free, well-featured, simple from .CSV to map app seems out of reach, currently. Maybe I have missed some.

Free QGIS requires a 1.6gb or so download but accepts CSV: https://docs.qgis.org/3.34/en/docs/user_manual/introduction/getting_started.html#downloading-sample-data. looks like it will take more than 5 minutes.

Apparently there are quite a few free but you have to pay to download packages. All seem to use the same underling format etc, I thought this would take 5 minutes but QGIS etc take more time (the default appears to want you to upload lat. and long. for each place/city).

Recent news and update

I am working on a new grant, on a 22+ year old idea that was never implemented!

And I have mentioned the grants below, if not the chapters published this month, but just as a roundup (and I have to do this for my current university) here is a summary.

2024      ARC Discovery DP250104625: Champion, E., Kotarba, A., Greenop, K., & Gibbs, M. (2025). A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Australia. $520,686. 3 years.

  • A Gamified 3D Cultural Heritage Platform for Archaeology and Architecture. Few research infrastructures support engaging and useful 3D heritage content for both archaeology and architecture. A user-focused, experiential immersive environment with AI content creation will be developed and evaluated. Audience and international expert feedback will create a flexible feature list. Workshops with museums and galleries will test the prototype’s usefulness for communication and preservation. The system will allow groups to explore 3D models in conjectural and imaginative contexts and pose counterfactual arguments. The project will also consider how to convey levels of authenticity and uncertainty. Outputs will be a website with open-source tools and data, publications, a conference and a demonstration as an exhibition.
  • National Interest Test Statement:Examples of 3D heritage content showcasing archaeology and architecture are rare, limiting opportunities for the Australian public to engage with culture and history. To address this gap, the project will develop a gamified 3D cultural heritage platform to make archaeological and architectural heritage accessible and interactive. Technologies including artificial intelligence and 3D interactive modelling will create immersive, educational experiences that engage the public with historical narratives. This platform will deliver multiple benefits. Economically, the cultural tourism sector will be enhanced by enriching visitor engagement with innovative storytelling and exhibition tools. Socially, Australia’s national identity and civic pride will be strengthened by making cultural heritage more accessible and engaging. Environmentally, the digitalisation approach will protect archaeological sites and built heritage, preserving these critical and non-renewable assets for future generations. The project will collaborate with cultural and educational institutions to maximise outcomes beyond academia, promoting the platform’s use in public education programs and exhibitions. Targeted workshops and a website with open-source tools will facilitate its adoption, contributing significantly to national and cultural discourse. Aligning with broader national interests, this project positions the platform as a pioneer in digital cultural preservation and educational innovation.

2024      ARC LIEF Grant LE250100051: “The Australian Emulation Network Phase 2 – Extending the Reach.” Awarded to Prof Melanie Swalwell; Prof Sarah Teasley; Dr Helen Stuckey; Dr Stephanie Harkin; Prof Sean Cubitt; Dr Kirsten Day; A/Prof Peter Raisbeck; A/Prof Erik Champion; Prof Simon Biggs; Dr Margaret Borschke; A/Prof Elizabeth Tait; Dr Caroline Wilson-Barnao; Dr Kim Machan; Dr Ashley Robertson; Mr Adam Bell. $544,947. 2 years.

  • The Australian Emulation Network Phase 2 – Extending the Reach. This project aims to extend the reach of the Australian Emulation Network, conserving born digital artefacts and making them accessible for research purposes. High value collections from university archives and the GLAM sector requiring legacy computer environments will be targeted. The project expects to generate new knowledge across media arts, design, and architecture. Expected outcomes include stabilising and providing researchers with emulated access to born digital cultural artefacts, sharing legacy computer environments across the network, and expanding the Australian software preservation Community of Practice, building skills in preserving and emulating digital cultural artefacts across an expanded set of domains and institutions.
  • National Interest Test Statement:The project aims to extend national emulation infrastructure, more than doubling the size of the existing Australian Emulation Network by adding 22 new institutional nodes. This addresses the national challenge of preserving and accessing Australia’s born digital heritage. Born digital heritage faces several forms of obsolescence. Consequently, much born digital material has not been collected, is inaccessible because of its reliance on legacy computing environments, and at risk of loss. The project will provide the tools and skillsets required so that professionals in the university and Galleries, Libraries, Archives and Museum (GLAM) sectors have confidence in collecting, preserving and emulating complex digital artefacts. Securing digital heritage materials and making these available to the researchers who need access to them promises to deliver new knowledge in the inter-related fields of digital art, design, and creative practice, delivering research with social and cultural benefits. Making emulation infrastructure available to more national and state institutions will improve access to digital collections in keeping with the national cultural policy, and ensure that the benefits extend well beyond academia to the wider public. This investment will ensure a sustainable, resilient network that can address the needs of diverse collections across the nation, including in regional areas.

BOOK CHAPTERS

Champion, E. (2024). Caught Between a Rock and a Ludic Place: Geography for Non-geographers via Games. In: Morawski, M., Wolff-Seidel, S. (eds) Gaming and Geography. Key Challenges in Geography. Springer, Cham. https://doi.org/10.1007/978-3-031-42260-7_3

Champion, E. (2025: in press). On his roles as Professor and Research Fellow. 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  

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.

new journal article

Fensham, R., Summer, T. D., Cutter, N., Buchanan, G., Liu, R., Munoz, J., Smithies, J., Zheng, I., Carlin, D., Champion, E., Craig, H., East, S., Hay, C., Given, L. M., Macarthur, J., McMeekin, D., Mendelssohn, J., & van der Plaat, D. (2024). Towards a National Data Architecture for Cultural Collections: Designing the Australian Cultural Data Engine. Digital Humanities Quarterly, 18(2). https://www.digitalhumanities.org/dhq/vol/18/2/000678/000678.html

This article summarises the aims, methods, information architecture, outputs, and innovations of the Australian Cultural Data Engine (ACD-Engine), a project that harnesses leading cultural databases to build bridges to research, industry, and government. The project investigates digital heritage collections, data ontologies, and interoperability, building an information architecture to enhance the open sharing of Australian cultural data. Working with a cross-disciplinary team, the ACD-Engine establishes conceptual and technical frameworks for better understanding the platforms and uses of cultural data across a range of national and international contexts. This new cyber-infrastructure advances cultural data aggregation and interoperability whilst prioritising data quality and domain distinctiveness to answer new research questions across disciplines. As such, the ACD-Engine provides a novel approach to data management and data modelling in the arts and humanities that has significant implications for digital collections, digital humanities, and data analytics.

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

October Travels in Europe

I think that should be enough for awhile…

New article out: 3D & Panoramas

OA paper written with Dr Hafizur Rahaman and Dr David McMeekin on panorama +3D tools! “Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas” in MDPI Heritage: Special Issue Photogrammetry, Remote Sensing and GIS for Built Heritage.

This research project investigates the potential of 360-panorama tours to improve the situated and contextual interpretation, virtual visitation, and spatial understanding of recorded or simulated built heritage sites. Our chosen case study was the Subiaco Hotel, a significant heritage building designed by Summerhayes Architecture, which we documented using 360-degree photographs and linked with other media to create an interactive 360-panorama tour. Today, 360-degree panorama tours such as Google Street View enable the virtual exploration of heritage sites and historic buildings. They demonstrate limited interaction and immersion across a range of platforms and devices, without the requirement of expensive virtual reality headsets, but typically do not integrate other media to leverage spatially richer ways to communicate the historical developments of architectural interiors and exteriors. The primary goals of this study were to establish a comprehensive step-by-step workflow for creating an interactive tour of a significant heritage site, demonstrate how other media such as text, videos, and 3D models can be linked, gather feedback from cultural heritage professionals, and offer future research directions and development guidelines. Apart from detailing an optimized workflow for developing interactive 360-degree virtual tours for heritage buildings, we also offer guidelines for optimal panoramic tour creation and implementation.

Keywords: 360-panoramasheritagevirtual tourhistoric hotelSummerhayes ArchitectureSubiaco Hotelheritage interpretationconservationworkflowlinked data

URL: https://mdpi.com/2571-9408/6/5/232 and PDF: https://mdpi.com/2571-9408/6/5/232/pdf

CITE: Rahaman, H.; Champion, E.; McMeekin, D. Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas. Heritage 20236, 4380-4410. https://doi.org/10.3390/heritage6050232

2023-4 Pending, TBC, or in-press publications

Pending, To Be Presented or Published

Books and edited books in press, or under review (1)

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

Book Chapters in press (8)    

  1. Champion, E., & Hiriart, J. (2023: invited). Workshopping Board Games for Space Place and Culture. In C. Randl & D. M. Lasansky (Eds.), Playing Place: Board Games, Popular Culture, Space. Cambridge, Massachusetts, USA: MIT Press. 8 August 2023. https://mitpress.mit.edu/9780262047838/playing-place/ ISBN 9780262047838.
  2. Champion, E. M. (2023: invited). Virtual Heritage: How Could It Be Ethical?? In A. Pantazatos, T. Ireland, J. Schofield, & R. Zhang (Eds.), The Routledge Handbook of Heritage Ethics. Routledge. Chapter sent.
  3. Champion, E. (2023: invited). Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games. Invited. Games and Geography. Germany, Springer-Nature. Chapter sent.
  4. Champion, E. (2023: in press). Assassin’s Creed As Immersive and Interactive Architectural History. In E. Champion, & J. Hiriart, (Eds.). Assassin’s Creed in the Classroom: History’s Playground or a Stab in the Dark? De Gruyter: Video games and the Humanities series. Chapter sent.
  5. Champion, E., & Emery, S. (2023: invited). 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. Emerald Publishing. Sent.
  6. Champion, E. (2023: invited). DH-XR: Extended Reality’s Relevance to the Digital Humanities. Routledge Encyclopedia of Technology and the Humanities. Routledge (Contracted). Edited by Chan Sin-wai & Wing Lok Yeung. Routledge. Chapter sent.
  7. Champion, E., & Rahaman, H. (2024: invited). Mobile Realities Beyond Vision and Photorealism. Mobile Heritage: Practices, Interventions, Politics. Edited by Ana-Maria Herman, Key Issues in Cultural Heritage (KICH), Routledge. Abstract sent. Chapter proposal accepted, chapter due 1 May 2023.
  8. Emery, S. & Champion, E. (2024: Invited). Escape From Gaol: Augmenting Affect Behind Bars. In J. Micieli-Voutsinas & A. M. Person (Eds.), International Handbook of Heritage and Affect: Designing and Experiencing Places of Heritage. Routledge. Pending/TBC.

Pending Journal Articles (1)

  1. Rahaman, H., Champion, E. M.; McMeekin, D. TBA.

Pending Conference Papers (1)

  1. Champion, E. & Rahaman, H. (2023). Difficult Decision-making: the Democratic Layer Missing in Virtual Heritage. ICOMOS General Assembly Scientific Symposium, Sydney. Accepted. 6/9/2023. https://icomosga2023.org

Upcoming Invited Talks/Keynotes/Panels (7)

  1. Invited to Virtual Memoryscapes Workshops, part of Participatory Workshops: Co-Designing Guidelines for Digital Interventions in Holocaust Memory and Education, led by Dr. Victoria Grace Walden (University of Sussex) and SPECS-Lab (The Netherlands). 28 February, 14 March 2023. Virtual. https://reframe.sussex.ac.uk/digitalholocaustmemory/
  2. Invited adjunct professor, virtual lectures (digital animation), Faculty of Technology and Design, Universitas Bunda Mulia, Jakarta, Indonesia, 24 February, 10 March, 5 and 12 May 2023: VR in Games, VR for history learning, The effectiveness of game technology for academic learning, New Trends and Technologies in VR for human daily life.
  3. Champion, E. M. Reworking Architecture as Art in the Age of Virtual Replication. In Real Space-Virtual Space. Aesthetics, Architecture, And Immersive Environments, AN-ICON INTERNATIONAL WORKSHOP, Milan, Italy; 19-21 June 2023. https://an-icon.unimi.it/
  4. Champion, E. M. Invited talk, NTNU Trondheim Norway, 16-17 October.
  5. Champion, E. M. Book launch, Manchester, 18-19-20 October. TBC.
  6. Champion, E. M. Book launch, UWE Bristol, 23 October. TBC.
  7. Champion, E. M. Seminar, University of Cardiff, 25 October. TBC.

New Journal article

Our article “Exploring Historical Australian Expeditions with Time-Layered Cultural Maps” has been published in IJGI and is available online:

Website: https://www.mdpi.com/2220-9964/12/3/104
PDF Version: https://www.mdpi.com/2220-9964/12/3/104/pdf

Exploring Historical Australian Expeditions with Time-Layered Cultural Maps

The Australian Time Layered Cultural Map platform was created to help digital humanities scholars investigate how online geospatial tools could provide exemplars to their humanities colleagues on how historical collections and cultural data could be extended and re-examined with geospatial tools. The project discussed here investigated how Recogito/TMT could effectively extract spatial and temporal data from pure text-based historical information and generate time-layered interactive maps of that spatio-temporal data using accessible and user-friendly software. The target audience was humanities scholars relatively new to geospatial technologies and relevant programming systems. The interactive maps were created with two free, open-source web applications and one commercial GIS (Geographic Information System) mapping application. The relative pros and cons of each application are discussed. This paper also investigates simple workflows for extracting spatiotemporal data into RDF (Resource Description Framework) format to be used as Linked Open Data.

new book: Screen Tourism and Affective Landscapes

Screen Tourism and Affective Landscapes: The Real, the Virtual, and the Cinematic (Routledge, 2022).*

Edited By Ear Zow Digital, Christina Lee, Jane Stadler and Robert Moses Peaslee

This book explores ways in which screen-based storyworlds transfix, transform, and transport us imaginatively, physically, and virtually to the places they depict or film. Topics include fantasy quests in computer games, celebrity walking tours, dark tourism sites, Hobbiton as theme park, surf movies, and social gangs of Disneyland.

How physical, virtual, and imagined locations create a sense of place through their immediate experience or visitation is undergoing a revolution in technology, travel modes, and tourism behaviour. This edited collection explores the rapidly evolving field of screen tourism and the affective impact of landscape, with provocative questions and investigations of social groups, fan culture, new technology, and the wider changing trends in screen tourism. We provide critical examples of affective landscapes across a wide range of mediums (from the big screen to the small screen) and locations.

This book will appeal to students and scholars in film and tourism, as well as geography, design, media and communication studies, game studies, and digital humanities.

*Webpage says 2023 but routledge told me 2022 but routledge said 2022.

Playing with the Past: Into the Future

I believe my latest book (well second edition) is out today, “Playing with the Past: Into the Future” (in the Human–Computer Interaction Series) https://link.springer.com/book/10.1007/978-3-031-10932-4 but it just takes to me to my own university library link so I’ll have to take my own word for it!

Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments.

This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges.

Playing with the past: INTO The Future (2023)

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

CRC distraction

Sorry I have been distracted by a Cooperative Research Centre application (plus two books in press and one book proposal under review) but normal service will resume shortly.

Speaking of which, these should be out relatively shortly:

Books:

Champion, E. (2022: in press). Playing with The Past: Into the Future. 2nd edition. Human–Computer Interaction Series. Springer-Nature.  ISBN: 978-3-031-10931-7. Due 30.10.2022. Edit: may be 19 Nov 2022 according to the HCI book series website.

Champion, E., Stadler, J., Lee, C., and Peaslee, R. (Ed). (2023: in press). Screen Tourism and Affective Landscapes: The Real, The Virtual, and the Cinematic. Routledge Cultural Heritage and Tourism Series. Contracted. ISBN 9781032355962. Due 30.12.2022.

Book chapter:

Champion, E., Nurmikko-Fuller, T., & Grant, K. (2022: invited). Chapter 12 Alchemy and Archives, Swords, Spells, and Castles: Medieval-modding Skyrim. In R. Houghton (Ed.), Teaching the Middle Ages through Modern Games, UK: De Gruyter Oldenbourg. https://doi.org/doi:10.1515/9783110712032. To be published 24 October 2022. (Some content seems available online already or via academic institutions).

Escape Room Archaeology

Next project: edited collected chapters (free online): DIY archaeology (history, architectural/art history and heritage) escape rooms children/students can create at home or in class (written and illustrated like cookbook recipes). Now, just how to write up the proposal & find the right designers, writers, & experts!