serious games for and as cultural heritage (plenary lecture)

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SERIOUS GAMES FOR AND AS CULTURAL HERITAGE Boyan Bontchev Prof. at Dep. of Software Technologies, Fac. Of Mathematics and Informatics, Sofia Univ., Bulgaria Marie Curie Fellow at Brainstorm Multimedia, Spain

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Page 1: Serious Games for and as Cultural Heritage (Plenary Lecture)

SERIOUS GAMES

FOR AND AS

CULTURAL HERITAGE

Boyan Bontchev

Prof. at Dep. of Software Technologies,

Fac. Of Mathematics and Informatics, Sofia Univ., Bulgaria

Marie Curie Fellow at Brainstorm Multimedia, Spain

Page 2: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 2DIPP’2015

Page 3: Serious Games for and as Cultural Heritage (Plenary Lecture)

FACULTY OF MATHEMATICS AND INFORMATICS

BSc, MSc, PhD programs in:

Mathematics

Applied Mathematics

Mathematics and Informatics

Statistics

Informatics

Computer Science

Software Engineering

Information Systems

AI

September 29, Veliko Tarnovo, Bulgaria 3DIPP’2015

Page 4: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 4DIPP’2015

Technology enhanced learning: models, adaptability, authoring/instructional/delivery platforms and interoperability – ARCADE: Architecture for Reusable Courseware Authoring and Delivery, KALEIDOSCOPE: “Concepts and methods for exploring the future of learning with digital technologies”, TENCompetence: European Network for Lifelong Competence Development, …

Content collaboration and access to cultural heritage - MECITV: Media Collaboration for Interactive TV; using semantic technologies for construction of community-oriented map-based portal for cultural heritage

Software services - software service design and discovery; cloud

Serious games:

Creating virtual business models, tools and environments (PRIME: Providing Real Integration in Multi-disciplinary Environments);

Mobile games via Web/WAP/SMS

MMORPG (SHIVER project of MyAlert S.L., Spain);

Models of board games for education for ADOPTA: ADaptivetechnOlogy-enhanced eduTainment platform for building edutainment

Adaptive video games (ADAPTIMES) - with Brainstorm Multimedia, Spain

Page 5: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 5DIPP’2015

Page 6: Serious Games for and as Cultural Heritage (Plenary Lecture)

AGENDA

Introduction

Types of computer games

Features of computer games

Entertainment games

Serious games

Game-based learning

Video games for cultural heritage

Challenges to serious games

Video games as cultural heritage

Conclusions

September 29, Veliko Tarnovo, Bulgaria 6DIPP’2015

Page 7: Serious Games for and as Cultural Heritage (Plenary Lecture)

INTRODUCTION

Henry Ford once said:

Anyone who keeps learning stays young.

The greatest thing in life is to keep your mind young.

All the games keeping our mind young.

Computer games are effective mean for retaining interest of players (learners) by attracting their attention for much more time than traditional approaches

September 29, Veliko Tarnovo, Bulgaria 7DIPP’2015

Page 8: Serious Games for and as Cultural Heritage (Plenary Lecture)

DIGITAL VIDEO GAMES

A visual media able to recreate both tangible and intangible cultural artifacts in a highly interactive and dynamic way

Provide a powerful and increasing appeal and engagement for all user ages by possessing an integrated form of fun and play

September 29, Veliko Tarnovo, Bulgaria 8DIPP’2015

The average

game player is

31 years old

Source: The

Entertainment

Software

Assoc., 2014

Page 9: Serious Games for and as Cultural Heritage (Plenary Lecture)

12 STRUCTURAL GAME ELEMENTS

1. form of fun - provides enjoyment and pleasure;

2. form of play - gives intense and passionate involvement;

3. rules – determine structure of the play;

4. goals - provides motivation;

5. interactivity – leads to learning by doing;

6. adaptivity - provides flow

7. outcomes and feedback – serve as a basis for learning

8. win states – provides ego gratification

9. conflicts, competition, challenges and opposition – give more

adrenaline

10. problem solving - sparks player’s creativity

11. interaction - gives social groups

12. narrative (story) and its representation – both they serve as a

source of emotional experience before, during and after gameplay

(Prensky, 2001)September 29, Veliko Tarnovo, Bulgaria 9DIPP’2015

Page 10: Serious Games for and as Cultural Heritage (Plenary Lecture)

MODERN VIDEO GAMES TYPES 1/2

Competitive versus noncompetitive games

Interactive versus non-interactive games

Physical versus non-physical games(Vosen, 2004)

Platforms – personal computers or tablets; game consoles like Microsoft Xbox, Nintendo Wii U, or Sony PlayStation; mobile phones

Playing mode - multi- or single-player;

Milieu (social environment) - describes the visual type of a video game - science fiction, fantasy, horror, etc…

(Apperley, 2006)

September 29, Veliko Tarnovo, Bulgaria 10DIPP’2015

Page 11: Serious Games for and as Cultural Heritage (Plenary Lecture)

MODERN VIDEO GAMES TYPES 2/2

Distribution – paid or free

Openness – games with open code or not

Mod’s – modified games with altered content

Linear vs non-linear gameplay – while linear gameplay provides fixed sequence of challenges, non-linear gameplay poses challenges that can be completed in different sequences

Progressive vs emergent gameplay – some games (like ‘The Sims’) do not have story structure planned in advance and, thus, offer emergent gameplay

September 29, Veliko Tarnovo, Bulgaria 11DIPP’2015

Page 12: Serious Games for and as Cultural Heritage (Plenary Lecture)

ENTERTAINMENT VIDEO GAMES

September 29, Veliko Tarnovo, Bulgaria 12DIPP’2015

(Entertainment Software Association, 2014)

Page 13: Serious Games for and as Cultural Heritage (Plenary Lecture)

SERIOUS (APPLIED) VIDEO GAMES

“have an explicit and carefully thought-out educational

purpose and are not intended to be played primarily for

amusement “

(Abt, 1970)

“produced, marketed, or used for purposes other than pure

entertainment; these include, but are not limited to,

educational computer games, edutainment and

advertainment” + “health games and political games”

(Nielsen, Smith, Tosca, 2008)

September 29, Veliko Tarnovo, Bulgaria 13DIPP’2015

Page 14: Serious Games for and as Cultural Heritage (Plenary Lecture)

SERIOUS GAMES TAXONOMY (SAWYER AND SMITH, 2008)

content dimension of SGs - includes games

for health, advergames (advertising games

used for marketing), games for training, for

education, for science and research,

production, and games as work;

sectoral dimension of SGs: government &

NGO, defense, healthcare, marketing &

communications, education, corporate,

industry

September 29, Veliko Tarnovo, Bulgaria 14DIPP’2015

Page 15: Serious Games for and as Cultural Heritage (Plenary Lecture)

LEARNING WITH SERIOUS GAMES (SG)

September 29, Veliko Tarnovo, Bulgaria 15DIPP’2015(ENTRExprorer project, 2011)

Page 16: Serious Games for and as Cultural Heritage (Plenary Lecture)

July 15, Lisbon, Portugal16

Freedom

Uncertainty for outcome

Non-productiveness

Make believe (not real)

(Caillois, 2001)

Immersive

Indeterminate completion time

Informal learning

(Royle, 2009)

EDUCATIONAL GAMES AND GAME-

BASED LEARNING (GBL)

September 29, Veliko Tarnovo, Bulgaria 16DIPP’2015

Page 17: Serious Games for and as Cultural Heritage (Plenary Lecture)

VIDEO GAMES FOR CULTURAL HERITAGE

Unlike other traditional media, video games are capable to make deeper our understanding and feelings of cultural heritage (both tangible and intangible) in a very interactive way

All video games do always reflect somehow human culture because they are "objects produced and played within culture at large", however, "not all games manifest transformative cultural play to actually transform culture“ (Salen and Zimmerman, 2007)

September 29, Veliko Tarnovo, Bulgaria 17DIPP’2015

Page 18: Serious Games for and as Cultural Heritage (Plenary Lecture)

VIRTUAL HERITAGE ENVIRONMENTS VS GAMES

Interactivity – exploration of environments, meaningful tasks to be completed, dialogues - between players or with a non-player character (NPC), and quizzes;

Meaning – incorporates culture and history (intangible heritage) and story (interactive narrative);

Player character – role-play (in a historical environment), 3D avatar (visual equivalent of the player in the virtual world), and its personalization;

Others elements – inclusion of NPC as virtual (inter)active inhabitants and multiplayer mode;

Cultural and historical/visual and behavioral/environmental/auditory/olfactory accuracy and realism.

(Granström, 2013)

September 29, Veliko Tarnovo, Bulgaria 18DIPP’2015

Page 19: Serious Games for and as Cultural Heritage (Plenary Lecture)

ENTERTAINMENT DOCUMENTARY GAMES 1/3

‘History Line: 1914-1918’ (Blue Byte, 1992)

September 29, Veliko Tarnovo, Bulgaria 19DIPP’2015

Page 20: Serious Games for and as Cultural Heritage (Plenary Lecture)

ENTERTAINMENT DOCUMENTARY GAMES 2/3

‘Great Battles of Rome’ (Slitherine Strategies, 2007)September 29, Veliko Tarnovo, Bulgaria 20DIPP’2015

Page 21: Serious Games for and as Cultural Heritage (Plenary Lecture)

ENTERTAINMENT DOCUMENTARY GAMES 3/3

‘Napoleon: Total War’ (Creative Assembly, 2010)September 29, Veliko Tarnovo, Bulgaria 21DIPP’2015

Page 22: Serious Games for and as Cultural Heritage (Plenary Lecture)

3D ROLE-PLAYING ADVENTURE GAMES 1/2

‘Assassin’s Creed II’ (Ubisoft Montreal, 2009)

September 29, Veliko Tarnovo, Bulgaria 22DIPP’2015

Page 23: Serious Games for and as Cultural Heritage (Plenary Lecture)

3D ROLE-PLAYING ADVENTURE GAMES 2/2

‘Red Dead Redemption’ (Rockstar San Diego, 2010)September 29, Veliko Tarnovo, Bulgaria 23DIPP’2015

Page 24: Serious Games for and as Cultural Heritage (Plenary Lecture)

SERIOUS VIDEO GAMES FOR CULTURAL HERITAGE

Use: interactive simulation of realistic virtual heritage

scenarios virtual and augmented reality artificial intelligence – for NPC control and content

generation adaptivity

Offer: free choice of learning place choice of learning time and speed autonomous and self-controlled learning in the game

context problem-solving willingness for cooperation

September 29, Veliko Tarnovo, Bulgaria 24DIPP’2015

Page 25: Serious Games for and as Cultural Heritage (Plenary Lecture)

INTERACTIVE VIRTUAL MUSEUMS

use gaming technology for both entertaining and educating visitors usually by incorporating some exploration and reassembling tasks and quizzes

examples - ‘Virtual Egyptian Temple’, ‘Olympic Pottery Puzzle’, ‘Walk through Ancient Olympia’ and ‘ThIATRO’

September 29, Veliko Tarnovo, Bulgaria 25DIPP’2015

Page 26: Serious Games for and as Cultural Heritage (Plenary Lecture)

‘WALK THROUGH ANCIENT OLYMPIA’

GAITATZES, CHRISTOPOULOS, PAPAIOANNOU: The Ancient Olympic Games: Being Part

of the Experience (VAST, 2004)

September 29, Veliko Tarnovo, Bulgaria 26DIPP’2015

Page 27: Serious Games for and as Cultural Heritage (Plenary Lecture)

‘THIATRO’

Froschauer et al, Design and Evaluation of ThIATRO, 2012

September 29, Veliko Tarnovo, Bulgaria 27DIPP’2015

Page 28: Serious Games for and as Cultural Heritage (Plenary Lecture)

PROTOTYPES AND DEMONSTRATORS

games based on 3D virtual reconstruction 3D and geo-referenced modeling of ancient historical sites

provide not only realistic archaeological exploration with historical accuracy but also political, religious and artistic walkthrough with crowd restauration of ancient characters with procedurally generated NPC

examples - ‘Pompei: The Legend of Vesuvius’ edutainment SG and ‘Roma Nova’ brain-controlled SG

September 29, Veliko Tarnovo, Bulgaria 28DIPP’2015

Page 29: Serious Games for and as Cultural Heritage (Plenary Lecture)

SG FOR ACQUISITION OF CULTURAL

KNOWLEDGE AND INTANGIBLE HERITAGE

include intercultural skills and language training games with high-fidelity 3D simulation of cultural settings

examples - ‘Croquelandia’, ‘Adaptive Thinking and Leadership System’ (ATL), ‘Second China’, the Tactical Language and Culture Training System (TLCTS), BiLAT, and the ‘Virtual Environment Cultural Training for Operational Readiness’ (VECTOR)

September 29, Veliko Tarnovo, Bulgaria 29DIPP’2015

Page 30: Serious Games for and as Cultural Heritage (Plenary Lecture)

SOCIAL TAGGING AND KNOWLEDGE

ACQUISITION SG

SG for encouraging players to submit accurate information about cultural artifacts embedded into the games for further knowledge verification and mining

Examples - ‘One-Up’ is a multi-round mobile crowdsourcing metadata tagging game fostering players to propose high-quality metadata and rewarding them based on metadata (Flanagan et al, 2013)

September 29, Veliko Tarnovo, Bulgaria 30DIPP’2015

Page 31: Serious Games for and as Cultural Heritage (Plenary Lecture)

SOCIAL TAGGING AND KNOWLEDGE

ACQUISITION SG

‘Waisda?’ is a video labeling game used to annotate TV heritage by integrating tags with professional annotations (Hildebrand, 2013)

September 29, Veliko Tarnovo, Bulgaria 31DIPP’2015

Page 32: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 32DIPP’2015

ADAPTIve

player-

centric

serious video

gaMES

Page 33: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 33DIPP’2015

ADAPTIve

player-

centric

serious video

gaMES

Page 34: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 34DIPP’2015

Maze Editor

Transitions

table

Property

EditorTitles …

Texts …

Graphics …

Python

Scripts

Brainstorm

API

3D Maze

Game Engine

Brainstorm

Run Time

Environment

Mini-

Games

GUI

Front-

End

Property

Metadata

Software platform for generation of labyrinth games

Page 35: Serious Games for and as Cultural Heritage (Plenary Lecture)

September 29, Veliko Tarnovo, Bulgaria 35DIPP’2015

A generated labyrinth game with a 3D quiz and a 3D puzzle

http://adaptimes.eu/

Page 36: Serious Games for and as Cultural Heritage (Plenary Lecture)

Problems of SG 1/2 Higher development cost

Lower attractiveness compared to entertainment

games

Transition between instructional design and actual

game design implementation - how Game Mechanics

impact and interact with the Learning Mechanics

Personalization and adaptation – based on:

Emotional state

Physiological/neurophysiological signals

In-game performance & game progression metrics

D1.6 GALA Roadmap 2, Nov. 2011

September 29, Veliko Tarnovo, Bulgaria 36DIPP’2015

Page 37: Serious Games for and as Cultural Heritage (Plenary Lecture)

Problems of SG 2/2 Harmonization of distributed SG Environments supporting

reusability, interoperability and standardization

Human-Computer-Interaction & neuroscience - non-

intrusive and natural interaction in SG by 2020

Assessment - effectively tracking and analysing of the

right parameters related to learners’ progress (knowledge

gain, reflection and application)

How psychological theories should be used in the design

of realistic and convincing NPCs?

How different pedagogical paradigms relate to SG and

SG mechanics - reference framework needed!

D1.6 GALA Roadmap 2, Nov. 2011September 29, Veliko Tarnovo, Bulgaria 37DIPP’2015

Page 38: Serious Games for and as Cultural Heritage (Plenary Lecture)

SUPPOSED SOLUTION TO PROBLEMS OF SG

The rise of cheap, ubiquitous hardware.

Robust networks that allow for connectivity without

the administrative constraints of the past.

Extreme pressure on schools to produce outcomes

– too many kids are getting through high school with

no meaningful job skills.

Adoption of brain science software.

Nolan Bushnell, Atari

September 29, Veliko Tarnovo, Bulgaria 38DIPP’2015

Page 39: Serious Games for and as Cultural Heritage (Plenary Lecture)

VIDEO GAMES AS CULTURAL HERITAGE

Video games themselves make part of the human

movable cultural heritage

Out-of-date games preserve a snapshot of

technological and socio-economic achievements of

their epoch and provide evidence of progress in game

industry evolution

Due to hardware obsolescence and data degradation

most of the first video games might be lost forever

Solution - video game museums

Online

Onsite

Combined

September 29, Veliko Tarnovo, Bulgaria 39DIPP’2015

Page 40: Serious Games for and as Cultural Heritage (Plenary Lecture)

VIDEO GAME MUSEUMS

Online archives:

http://www.vgmuseum.com/

http://www.archive.org/details/gamevideos

http://www.nationalmediamuseum.org.uk/Collection/New

Media/NationalVideogameArchive.aspx

Museums:

The Videogame History Museum -

http://www.vghmuseum.org/

Computerspielemuseum -

http://www.computerspielemuseum.de/

Museo Games (Paris)

September 29, Veliko Tarnovo, Bulgaria 40DIPP’2015

Page 41: Serious Games for and as Cultural Heritage (Plenary Lecture)

INITIATIVES

The Video Game Heritage Institute -

http://vghi.org/

Game Preservation Special Interest Group

(GPSIG) – since 2004

Preserving Virtual Worlds (PVW) project

Game Metadata and Citation project

September 29, Veliko Tarnovo, Bulgaria 41DIPP’2015

Page 42: Serious Games for and as Cultural Heritage (Plenary Lecture)

CONCLUSIONS 1/2

The market space of both entertainment and

applied video games entertainment games and

applied will continue to grow in next years, together

with that of gamification applications.

The same is valid for the impact of video games

thanks to their synergy of story, art and

technological achievements including affective and

adaptive gameplay.

Commercial entertainment games will include more

cultural issues regarding both tangible and

intangible heritage mainly in implicit ways.

September 29, Veliko Tarnovo, Bulgaria 42DIPP’2015

Page 43: Serious Games for and as Cultural Heritage (Plenary Lecture)

CONCLUSIONS 2/2

Some games for fun will continue stay open for

modifications with means of adapting and evolving

the original game, which creates opportunities for

adding didactical and cultural elements to them

similar to SGs.

Applied games for cultural heritage with non-linear

and interactive storytelling will be used more and

more for immersive cultural presentation, teaching,

assessment and training.

September 29, Veliko Tarnovo, Bulgaria 43DIPP’2015

Page 44: Serious Games for and as Cultural Heritage (Plenary Lecture)

THANK YOU FOR YOUR ATTENTION!

Questions?

Boyan Bontchev, [email protected]

September 29, Veliko Tarnovo, Bulgaria 44DIPP’2015