Tag Archives: archaeology

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

Erik Champion
Chapter 12: Assassin’s Creed As Immersive and Interactive Architectural History

Assassin’s Creed in the Classroom: History’s Playground or A Stab in the Dark?

The book contract is signed, the chapter authors are completing their chapters, and we have a book cover image from Ubisoft (not this one, this is a screenshot from AC Origins Discovery Tour), I just need to update my own chapter and references.

Assassin’s Creed in the Classroom: History’s Playground or A Stab in the Dark?

Editors: Erik Champion, Juan Hiriart

Publisher: De Gruyter, Video Games and the Humanities series

Section 1: History Through Play

  • Historical Video Games and Teaching Practices,  Marc-André Éthier, David Lefrancois
  • Discovery Tour Curriculum Guides To Improve Teachers’ Adoption of Serious Gaming, Chu Xu, Robin Sharma, Adam K. Dubé
  • Christian Vikings storming Templar Castles: Anachronism as a Teaching Tool, Ylva Grufstedt, Robert Houghton
  • Ludoforming The Past: Mediation Of Play And Mediation Of History Through Videogame Design, Julien Bazil

Section 2: Cultural History, Tours And Tourism

  • Studying Greek Culture Through Historical Characters In Assassin’s Creed Odyssey, Nathan Looije
  • Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour, Juan Hiriart
  • Ubisoft’s Ancient Greece Discovery Tour as a Pedagogical Tool for a School Trip, Kevin Péloquin, Marc-André Éthier
  • Discovering The Past As A Virtual Foreign Country: Assassin’s Creed As Historical Tourism, Angela Schwarz

Section 3: Narration, Creation, and Exhibition

  • Classical Creations in a Modern Medium: Using Story Creator Mode in a University Assignment, Hamish Cameron
  • Assassin’s Creed @ the Carlos: Merging Videogames and Education in the Gallery, Kira Jones
  • From the Sketchbook to Assassin’s Creed Valhalla: An Experiment in Architectural Education, Manuel Sanchez Garcia,  Rafael de Lacour
  • Assassin’s Creed As Immersive and Interactive Architectural History, Erik Champion

Book chapter to write for 2021

With Dr Terhi Nurmikko-Fuller and Dr Katrina Grant (both at ANU), I have decided to write a chapter on serious games for medieval(!) purposes for an edited book by Dr Robert Houghton (publisher still to be confirmed) on medieval games.. but this is not due until March 2021. Still, does this sound potentially interesting?

Chapter 12 by Erik Champion, Terhi Nurmikko-Fuller, and Katrina Grant explores the ways in which Skyrim can be used and modified by undergraduate and postgraduate students to explain, through play, three related aspects of medieval society: the distinctive, related and unique characteristics of Romanesque and Gothic architecture, the art, craft and preservation of calligraphy, literature, inscription and lore; and the importance of the medieval landscape in art history.

 

 

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).

User Experience Design Q&A (CAA2019)

S36: User Experience Design in Archaeology and Cultural Heritage

We were asked as presenters at the UX design session” at the CAA2019 conference ( in Krakow Poland, 25 April 2019), to answer some questions by the session organizers: Francesca Dolcetti, Rachel Opitz, Sara Perr

Overarching themes to be explored..

  • How, if at all, are we experimenting with critical thinking/reflection in design and value-led design?

As I said, not seriously, in my presentation, I decide to tackle that question by writing a book about it (Critical Gaming: Interactive History and Virtual Heritage).

  • What are the spaces in our workflows and practices that afford more experimentation with design?

Spaces: creative spaces are messier with big tables and bigger whiteboards.

Key discussion questions:

  1. What does ‘success’ look like in terms of the user experience (UX) design process for archaeology/heritage? What constitutes ‘failure’ in relation to the UX design process for archaeology/heritage?

My answer is specifically heritage, as I believe archaeology may differ (sometimes).

I think there are 2 main questions:

  1. the user experience of the product/simulation itself
  2. the extrapolated and after-event user experience (what happened after they were in the experience)?
  1. Failure (in a game, AR or VR) means lack of engagement or interest with content or with instructions, lack of understanding.
  2. Lacks memorability, does not lead participant to consider, explore, revisit reasons why we should preserve, conserve or communicate the heritage content and its cultural significance.

NB success is the negation of 1 and 2.

  1. What should the role of archaeologists and cultural heritage practitioners be in the development of UX and User Interface approaches for use in the discipline?

Involved from beginning and during the process, provide expectations of answers, domain expert walkthroughs of content as presented and understood by others, part of audience when results and observations are completed. More specific answers depend on specific context so cannot answer further.

  1. What are the unconscious choices you’ve made in your design processes, of which you later became aware?

Expect the public to notice things that I notice, under-estimate time and attention needed to solve specific problems, double-meaning words like “challenge” in evaluations. Get the participants to appreciate the simulation, (this is NOT what we should be doing).

  1. Are archaeologists and heritage professionals ethically obligated to state the values driving their design practices and explore the role their values play in the process? Why or why not?

This is a difficult question because although I say yes, for me the question is when? DO these values become revealed (if people can clearly reveal their values) during the digital heritage experience, before, or after? Do we want too much attention spent on the designers or archaeologists or heritage practitioners’ values? How much is too much?

  1. What values are implicitly embedded in your design processes and products? Have you ever considered applying ethical, feminist, queer, decolonial, or value-sensitive design? How did – or might – you structure such community-minded design work? And where (i.e., in relation to which processes, outputs, practices, tools, etc.) would you apply it first?
  • I attempt to provide more than one way, strategy, reading etc to complete a task, if specific tasks are required.
  • I attempt to coax the player/participant to make decisions themselves and revise their initial views and tactics.
  • I try to show the messiness, incompleteness of any digital “reconstruction” (OK, they are approximate simulations, recreations at best, not reconstructions).
  • I would like, if possible, to show the process and thinking behind the way simulations are set up and depicted the way they are.
  • I would rather the community engage with the game design first and foremost, rather than the game itself. By designing they have to make design and therefore heritage-related decisions.

I am sure this is very rough and approximate, but I tried to answer it all in ten minutes.

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.

Book Chapter Abstract

Book Chapter For Book On Computational Archaeology, redTDPC, INAM, Mexico

Title: A Schematic Division of Game-Learning Strategies Relevant to Digital Archaeology and Digital Cultural Heritage

Abstract

How can we transmit the values and interpretations of cultural heritage (using virtual reality) which is low-cost, contextually appropriate, educationally effective, and collaborative? While much excellent research has been undertaken on social presence in virtual environments (Swinth, 2002), research on the design and evaluation of cultural presence, the perception another culture is portrayed and experienced in a virtual environment, lags behind. Where cultural presence has been explored, it has not been directed towards the experiencing of culturally significant heritage (Riva et al., 2002), and organizations such as UNESCO have not prescribed how to determine if the user experience achieved the goals of the designers and shareholders. One possible solution for digital archaeology is to deploy commercial games that allow themselves to be modded (as in modified). This chapter will provide a simple classification of the ways in which game-based examples may help communicate digital archaeology and related content, and argue that there are at least four major areas of research that need to be investigated further.

game mechanics during the Iron Age in Yorkshire

‘Hugely important’ iron age remains found at Yorkshire site

The above is not really a picture of the beautiful artefacts, rather, my colleague Karen Miller’s snap of her class’s Lego schematic of Deakin Uni’s digital literacy framework, but you get the drift..

Hugely Important Iron Age Remains!

So says the Guardian (Nazia Parvenu, North of England correspondent,Thursday 17 March 2016 11.01 AEDT).

In the comments, however, quite a few don’t see the point, at all!

“The comments show a distinct misunderstanding of what archaeologists do & why, & basic archaeological chronology: https://www.theguardian.com/science/2016/mar/17/hugely-important-iron-age-remains-found-yorkshire-site.. As archaeologists, it’s eye opening: these comments reflect a lack of basic but authoritative info we should have on Wikipedia, at least” tweeted @lornarichardson (Umeå).

Yes! We need to educate on process not only product (if a virtual heritage model is a product). Reading the comments to an article on a find in Yorkshire might lead archaeologists to despair. However a more optimistic (the glass of hemlock is half full) approach might lead us to conclude from the comments:

People are genuinely interested in process (how old are the beads and how did they get there and what happens to the bodies?

The answer might appear prosaic:

“Hello, anyone interested in learning more about the archaeological process in relation to this site can head to the East Riding of Yorkshire Planning Portal and search for application ref 13/02772/STPLF Documents logged there include the Desk Based Assessment by MAP Archaeology from August 2013 that predicted the presence of the barrows on site using aerial photos in the Humber Sites and Monuments Record (SMR) and a letter from the SMR clarifying details of the proposed excavation of the site, such as amount of the site to be sampled and the necessity for full publication.”

But it very distinctly shows the process of exploration, quest,  and of discovery as part of doing archaeology.

So how does this relate to mechanics?

Mechanics are used oh so confusingly (see a discussion on the MDA framework, and the comments, or this older 2006 article by Lost Garden with their definition below).

Game mechanics are rule based systems / simulations that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.

Thank you Lost Garden! But now we have another problem:

GM=Rules+PlaySpace/PossibilitySpace+Affordances+Feedback! Not much left over really (perhaps aesthetics, but aesthetics means more than appearance or taste).

And I could spend hours thinking about a more accurate definition of GM (Game Mechanics) but the issue here is really what sort of game mechanics would be of use to archaeologists and historians and heritage people who want to design, teach and experience such things?

Some definitions are more teleological
http://gamestudies.org/0802/articles/sicart:
“..I define core mechanics as the game mechanics (repeatedly) used by agents to achieve a systemically rewarded end-game state…
Primary mechanics can be understood as core mechanics that can be directly applied to solving challenges that lead to the desired end state.
Secondary mechanics, on the other hand, are core mechanics that ease the player’s interaction with the game towards reaching the end state.”

And yet Professor Sicart concludes the article with what to me seems to be a third and distinctly different definition:
“This article has defined game mechanics as methods invoked by agents for interacting with the game world.”

Notice the above don’t directly or primarily aim to influence the player’s mind or behaviour. Is there no space here for a little procedural rhetoric?

I’d like to keep it simple, but without attempting to destroy (completely) the useful vagueness of mechanics here are some working definitions as different flavours/aims of game mechanics:

  1. Game progression mechanics (mechanics to progress the player through the game)
  2. Performance mechanics / Rewards and skills mastery mechanics (mechanics to encourage the player to improve and extend their range of skills and judgement)
  3. Narrative mechanics (tools to progress /unfold or bring together one or more apparent story threads in relation to game play). Are dramatic mechanics a subset?
  4. Behavioural and Role assimilation mechanics (mechanics which become habit through repeated game play, and accustom players to see things in certain ways)
  5. Insight and reversal mechanics (mechanics that disrupt the in-game or real-world expectations and presumptions of the player acquired previously or during the game in order to reveal to them a viewpoint they may take for granted, or to supplant the view created by game play but a view the designer wants them to suddenly by alienated from).

I understand this seems counter-intuitive to the above definitions, especially the MDA framework (Hunicke et al, 2004, summarised on the Wikipedia, visualised as gameficational lenses by Jenny Carroll, described via 8 kinds of fun by Marc LeBlanc). However mechanics helps me when I think of the public approach/response to archaeology, the public don’t see product OR process in the same way the archaeologists do.

If digital simulations are to help archaeological communication (to simplify crudely: Why archaeology? What is archaeology? How to appreciate/do good archaeology?) then we need to think of mechanics beyond a mere advancement of game play per se.

This also ties in with another issue: the English language problem in defining and distinguishing model and simulation. I am now leaning towards thinking simulation is the more confusing term, it can be a model as in a crafted or digital object, a communicated process model that explains a predictive theory, or a hypothetical model turned into a systematic generator of potential scenarios not predicted by the system designer (a weather simulation can explain what weather has or will take place OR it can create a prediction of weather based on a conceptual, verifiable model of weather that isn’t normally a physical model of weather).

Mechanics don’t just help a model to take shape, for the wheels to spin around and pull a toy train. Mechanics helps progress a fictional world of complicit belief.

Depending on what you want to do with them, game mechanics are sometimes seen as digital tropes, or as what connects parts of a game together. They are techniques or they are components. And although they are apparently crucial to game design, the inability to distinguish them clearly from other parts of a game makes me wonder – so seldom do we hear of bad game mechanics.

Will return to this and expand on it a little more. Hopefully it makes sense, but your mileage may vary.

#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: Erik Champion

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].

Join the CAA! Call for candidates for four open CAA committee posts

I have only ever reviewed for CAA but the papers I have reviewed have been consistently better than for other heritage conferences and I respect the work of the people behind CAA. I highly recommend the organisation.

Archaeological Networks

caa

I love the CAA and I thoroughly enjoy being able to give something back to this community by being CAA secretary. If you think this is a great community and are keen to be involved, consider applying for one of the open positions!

Computer Applications and Quantitative Methods in Archaeology (CAA) invites CAA members to apply for one of four open committee posts: outreach officer, treasurer, publication officer, bursary and student/low income officer. The current treasurer and publication officer will stand down at CAA2016 in Oslo, the outreach and the bursary and student/low income officers are two new posts. Candidates must be CAA members and applications by all CAA members will be considered. CAA encourages in particular applications from female or non-European CAA members. The tasks associated with these posts are given below. Candidates must express an interest in the posts before 29 February 2016 by sending a motivational statement…

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are there open access virtual heritage/digital archaeology journals?

Not so many virtual heritage open access journals (help me here!) but there are various open access archaeology journals:

  • The open access archaeology journal I first knew of (around 2004 I think I first heard of it?) http://intarch.ac.uk/ does have Author Processing Charges (APC) and I don’t know the cost of APC (I assume it varies based on page count) but it does also include 3D media asset. Now “All our content is Open Access”.
  • Now there is also Open Archaeology which only issues once per year, and accepts many graphic formats (but not 3D?) but what interested me was this request:It is important that authors include a cover letter with their manuscript. Please explain why you consider your manuscript as suitable for publication in the Journal, why will your paper inspire the other members of your field, and how will it drive research forward. However, there is a pricing paragraph on the right. Most confusing, is it open access and authors pay? In passing, there is an interesting issue entitled Topical Issue on Challenging Digital Archaeology.
  • There is also a wider ranging series of open access journals in ancient studies. I note also the open access and free articles in the JOURNAL OF ANCIENT HISTORY AND ARCHAEOLOGY.
  • Frontiers in Digital Humanities is not archaeology-specific but does have a digital archaeology section so deserves a mention.As it includes experimental work I am not sure how it is rated as a quality journal output by educational institutes (Indexed in: Google Scholar, CrossRef) but in Australia very few open access journals in any field (especially Digital Humanities!) seem to receive the Excellence in Research for Australia (ERA) rating anyway! Frontiers have a tiered reader-decided impact-led publication system which I find rather interesting if puzzling.
  • There is also Mediterranean Archaeology and Archaeometry Journal, which is a little more wide ranging, I believe, than the title suggests (although there is obviously an emphasis on the Mediterranean region) . It has been free open access PDF articles since 2014, and is issued three times a year.
  • American Journal of Archaeology is open access but only for book reviews, review articles, editorials etc. Eprint articles can be stored in an institutional repository.
  • There is also the Open Access Journal: Virtual Archaeology Review.
  • Doug’s archaeology blog lists archaeology journals and open access journals.
  • Please also consider the Journal of Contemporary Archaeology – looks interesting! “Journal of Contemporary Archaeology is the first dedicated, international, peer-reviewed journal to explore archaeology’s specific contribution to understanding the present and recent past.” It features both open access and subscription access.
  • For more general publishing outlets in archaeology please consider these resources http://researchguides.uoregon.edu/anthropology/openaccess
  • Finally, I’d like to mention The Cotsen Institute of Archaeology Press including Digital Archaeology such as open access issue/proceedings (?) Archaeology 2.0. Open Access in general? I hope so!

Digital Heritage/Virtual Heritage Open Access Journals? A work-on! I wonder if there is enough of a market to push for a virtual heritage open access journal or if it is more realistic to dock such an idea under the arm of a more general archaeology or heritage open access journal.

For more game-related articles there is the Journal of Virtual Worlds Research (but I don’t know if they still have APC); Game Studies and Eludamos. Journal for Computer Game Culture, and so on.

potential paper in Forum on Video Games and Archaeology

Title: Serious Games and Virtual Heritage Have Let Archaeology Down

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, interactive virtual learning environments? After all we have therapy games, flight simulators, online role-playing games, even games involving archaeological site inspections (Lara Croft:Tomb raider). Unfortunately we have few successful case studies that are shareable, robust, and clearly delivering learning outcomes.

reviews of Critical Gaming book before it is even published

It was a very nice surprise to discover the 3 reviews on Critical Gaming: Interactive History and Virtual Heritage at
http://www.ashgate.com/isbn/9781472422910
I tried for a more conversational style that sprang from simple ideas as starting points so I was very happy to hear from people that it  has helped them in their projects and grant applications-even if only as a primer.
I am indebted to the reviewers!
-Erik

Reviews: ‘If anyone doubts that games, gamification, and play do not provide a serious and essential path to creativity and knowledge-production about the past, then Erik Champion’s book will surely change their minds. The book is a must for teachers, historians, archaeologists, and museum and cultural heritage professionals interested in critically using games and virtual reality as tools for teaching and research.’
Ruth Tringham, University of California, Berkeley, USA

‘Champion’s newest work represents a treasure trove of ideas for both scholars and practitioners in the field of digital heritage. Digital media designers will find a plethora of design ideas while researchers will encounter as many useful evaluation suggestions, both with the goal of creating virtual environments that convey a sense of cultural presence and facilitate cultural learning.’
Natalie Underberg-Goode, University of Central Florida, USA

‘By emphasizing the new cultural role of serious games, game-based learning, and virtual heritage in making scholarly arguments, this book demonstrates the relevance of visualization, interaction and game design in a contemporary humanities discourse. It will be of great use to scholars and educators who want to include new digital methods in their research and courses while it will provide indispensable digital literacy, references, and case studies to 21st century students in humanities and heritage-related fields.’
Nicola Lercari, University of California, Merced, USA

abstract: Motion Control For Remote Archaeological Presentations

My abstract for 21 May talk at the Digital Heritage 3D representation conference at Moesgaard Museum Aarhus Denmark

Title: Motion Control For Remote Archaeological Presentations

Displaying research data between archaeologists or to the general public is usually through linear presentations, timed or stepped through by a presenter. Through the use of motion tracking and gestures being tracked by a camera sensor, presenters can provide a more engaging experience to their audience, as they won’t have to rely on prepared static media, timing, or a mouse. While low-cost camera tracking allow participants to have their gestures, movements, and group behaviour fed into the virtual environment, either directly (the presenter is streamed) or indirectly (a character represents the presenter).

Using an 8 metre wide curved display (Figure 1) that can feature several on-screen panes at once, the audience can view the presenter next to a digital environment, with slides or movies or other presentation media triggered by the presenter’s hand or arm pointing at specific objects (Figure 2). An alternative is for a character inside the digital environment mirroring the body gestures of the presenter; where the virtual character points will trigger slides or other media that relates to the highlighted 3D objects in the digital scene.

Acknowledgement: I would like to thank iVEC summer intern Samuel Warnock for kicking off the prototype development for me and Zigfu for allowing us access to their SDK.

Figure 1. Screenshot of stereo curved screen at the HIVE, Curtin University.

Figure 2. Screenshot of prototype and pointing mechanism at the HIVE, Curtin University.

cfp: Digital Heritage: 3D representation May 21-22, 2015 Aarhus Denmark

Digital Heritage is an annual conference hosted by the Centre for Digital Heritage. This year, the conference will be taking place at the newly reopened Moesgaard Museum, Aarhus, Denmark. The theme will be ‘3D representation in knowledge production’ by means of which we wish to enhance and solidify the presence of this new tool within digital heritage research. We are particularly keen to encourage presentations which relate to the scientific application of 3D in Digital Heritage research moving beyond visualization and dissemination.

http://conferences.au.dk/digitalheritage/

Cheap registration, free wine reception, the venue is the new and stunning Moesgaard Museum, what more can you ask for? Oh yes deadline is 19 January 2015. And yes I may be in Europe just before then for a conference, DiGRA in Germany but there are only 200 places and my university won’t open again until early January so you may just have to attend and present for me..:)

PS guess who wrote the application for Aarhus to join the international centre network for digital heritage!

CFP: Conference on Digital Engagement in Archaeology: Strategies & Evaluation Methods

http://digipubarch.org/2012/05/29/call-for-papers-conference-on-digital-engagement-in-archaeology-strategies-evaluation-methods/
8th – 9th November at UCL Institute of Archaeology, London UK

Organisers:
Chiara Bonacchi (UCL Institute of Archaeology) & Daniel Pett (The British Museum)

Under the auspices of: the Archaeology and Communication Research Network (ACRN) and the Centre for Audio-Visual Study and Practice in Archaeology (CASPAR).

The organisers invite 2 types of papers:

a) Papers presenting frameworks for understanding, promoting and evaluating digital participation in archaeology by non-specialist audiences

b) Papers presenting tested strategies through which archaeologists working in different areas of the sector may engage non-specialist audiences.
Contributions of this type can be on:
– strategies for archaeological museums and sites
– strategies for university departments
– strategies for commercial archaeology

Papers of type b will be case-study based and present models of digital public engagement which have margins of repeatability and can be pointed out as exemplars. The models that are presented should be supported with evidence of their effectiveness for the institutions/researchers/archaeologists who apply them and for the public. Therefore, they should be grounded in audience research and include:
i) presentation of the context for using the model
ii) presentation of the case study through which the model has been tested (beneficial results obtained with what resources and in what conditions)
iii) limitations and repeatability.

DEADLINE FOR ABSTRACT SUBMISSION: 31 JULY 2012

If you are interested, please email a title and a 200 words abstract to Chiara Bonacchi and Daniel Pett by 31 July 2012.

ATHENS: HERITAGE AND MODERNITY

From January 5th to 15th, 2012

This 11 day visit of Athens focuses on the preservation and conservation issues facing the city. The program involves a series of lectures and visits lead by Athenian architects, historians, conservators and planners who have been grappling with the problem of preserving monuments and culture in the midst of a bustling modern city.

Subjects covered will include:

● History and evolution of the city

● Art and culture of the city over time

● Conservation of the major archaeological monuments

● The modern city and the archaeological areas

● Modern urban development and architecture

You can get further information on this program at http://sangeministudies.org under the Athens link. The deadline for applications is November 15, 2011.

This program is specialized and is intended for students or professionals engaged in History, Archaeology, Architecture Art History, Architecture, Urban Planning, Anthropology, Conservation and Historic Preservation. It is not intended for the general public. People with no background in these fields, or familiarity with Greek culture and history, are unsuitable applicants for this program.

If you know any students, scholars or others interested in this type of visit, please inform them about our program. We would appreciate it if you could list our program on your organization’s website as an available educational resource.

We have a flyer that you may wish to post on your department notice board or forward to interested parties. You can print this from our website at the following link: Athens flyer.