Almost exactly a year ago, I
wrote a ‘Life Update’ post on this blog that told of the trials and
tribulations I had undergone since the end of 2016, when I started the process
of applying for funding to do a PhD. I explained how I successfully received an
unconditional offer from Royal Holloway to study for an interdisciplinary PhD,
supervised between Geography and Media Arts, but failed to get funding to start
my PhD in September 2017.
I then talked about my next
steps: how I was preparing to present my research on walking simulator video
games at the Royal Geographical Society (with Institute of British Geographers)
Annual International Conference, and would be looking for a job to tide me over
until September 2018, when I hoped to finally start my PhD.
Let’s pick up where I Ieft off.
The RGS-IBG Conference was a very
rewarding experience; and despite only being there for a pre-conference
training workshop and one full day of conference sessions, I met countless interesting
people, many of whom I’m still in touch with in one way or another (more on
this later). So I’m pleased I took the opportunity to stay involved in the
Geography research community at this interim stage of my academic career. You
can see the slides and text from my presentation on walking simulator video
games here.
Days later my summer was
officially over, for in September I jumped on the treadmill of full-time job
seeking. At some point, I uploaded my CV to a temp agency website and, sure
enough, I was offered a role as a telephone interviewer in a call centre in
Ashford. I ended up working there for two weeks, and it was actually quite a
satisfying, at times enjoyable, position. My job was to survey the owners of
small businesses in the UK about their experiences of business banking, which
fed into the British Banking Insight (BBI) website that allows business owners to
compare different banking providers. This meant I had lots of interesting
conversations with people about their businesses and the difficulties they
faced day-to-day.
To my surprise, I was also quite good
at it – I managed to break the company record for the number of BBI surveys
completed in a single day!
I knew this was likely to be a short-term
position, however, as I had already applied and been offered interviews for
another job – to work as a Visitor Welcome Ambassador in Canterbury city centre,
a.k.a. ‘one of those people who walks around in a bowler hat giving people
directions and information’.
To me, this sounded like an
almost ideal position for this intervening period of my life. Not only was it a
job I thought I could do well, having lived in the Canterbury area my whole
life (with the exception of my undergraduate degree) and knowing a fair amount
about the city, but as a geographer I knew it would interest me to witness the routines
and inconsistencies of everyday life in the city centre, and equally be able
to experience elements of city life that many citizens are unable to access.
After two very positive
interviews I was offered the job, and having said goodbye to my co-workers at the
call centre on the Friday, I started work in my new role on the Monday.
What you probably don’t know
about the ‘bowler hat people’ is that they work on behalf of the city’s Business
Improvement District (BID) as ‘ambassadors’. BIDs are not-for-profit organisations
that are paid for by a levy on all businesses within a defined area, with the
money raised being used to pay for a range of services that benefit local
business and improve conditions for people spending time in the city centre.
They work in partnership with a vast number of local organisations, including
the local councils, police, community representatives and other
non-governmental organisations.
So as well as welcoming visitors
to the city, my role as a BID Ambassador also consisted of visiting the
businesses within my area to hear about any issues they had and discussing how
the BID could help; reporting environmental issues on the street, such as
waste, graffiti tagging and street cleaning problems; reporting and sharing information
on crime and serious anti-social behaviour in the city centre; and helping to
promote events/promotions on social media. You can read more about the role on
the BID website if you’re interested.
Even as I was settling into my
new employment, I was still very much thinking about my PhD plans. I spent some
time considering how my project proposal could be adjusted to better reflect my
interests, and to make the project more practically viable. In mid-autumn I
travelled up to Royal Holloway to meet with my two proposed PhD supervisors, to
discuss the direction I wanted to take and how we were going to approach the
application for TECHNE – the funding body to which I wanted to apply originally
in 2016, but couldn’t arrange in time.
At that meeting, I outlined my continued
intention to create a participatory mixed-reality game set in Canterbury, which
uses environmental storytelling to communicate the narratives that make places
meaningful for people. However, rather than having to create a bespoke app or
something similar, I had decided to use the existing game Geocaching as a
platform. My reasoning behind this decision was mainly practical – the fact
that it is already a very widely-played and well-known game, which has all the
functionality I need for storytelling and public participation. It also opens
up a new avenue for research, based on critiquing and expanding the existing
gameplay. As much as I enjoy Geocaching, I think it’s fair to say that the
potential of the GPS-enabled treasure hunt as a game format has not been fully
investigated, particularly when it comes to storytelling and sharing more
emotionally impactful experiences. Geocaches are rarely more innovative that a
hidden Tupperware pot or film canister. Occasionally you come across very cleverly-hidden
caches with unique container designs, or series of caches with a particular
theme; and sometimes they provide excellent historical information about the
location. But rarely, if ever, do they compose a coherent narrative that
incorporates their surroundings. The gameplay’s capacity to do that is what I
want to explore through my PhD research.
The bulk of the work on the
funding application happened in January, and it really was a lot of work. The
form I had to fill out required a fully-referenced description of my research
project, training and resource needs, and why I was applying to that particular
funding body; as well as personal details about my education and professional
experience. A large amount of time had to be spent cutting down words to fit
within the allowed limits of the form, too – a difficult task, as it entailed
judging which details were safe or appropriate to omit, and how these decisions
would benefit or hinder my chances of getting funding. My supervisors also had
plenty to write on why they as individuals, and why their departments, were
appropriate for my PhD project, and why they saw me as a good candidate to
complete this research. There was a lot of back and forth between them and myself
regarding edits, until eventually we had something that we were all happy with.
The most gruelling aspect of the
funding application process was the length of time I had to wait before hearing
anything conclusive. There were about four stages to get through in total –
being put forward by the Geography department, then by a board of
representatives from all Arts and Humanities departments, then by TECHNE associates
at Royal Holloway, before finally receiving an offer from the TECHNE board of
directors. Each stage was separated by a few weeks at least, sometimes months,
and leading up to the times when decisions were being made I’d experience a
swelling of anxiety revolving around my future: whether I’d have to wait at
least another year to start work on this project; whether a PhD was even
something I should pursue if I couldn’t get funding this time. It was
particularly disconcerting to think that individuals I’d never met before – and
might not ever meet – were making such significant decisions about my life behind
closed doors, and there was nothing more I could do to influence the outcome.
Before the final stage in May, I was reassured by my contact in the Geography department that if the TECHNE funding was not forthcoming, I would be put forward for a studentship provided by Royal Holloway itself, of which there were a limited number available to Department of Geography PhD students.
The date for the board of
directors’ decision was in mid-May, and it was another week or two before I
found out that I’d been put on the ‘reserve list’ for TECHNE applicants,
meaning that if an offer holder refused their offer, I and others on the list
would be next in line. Later, my Geography contact found out that they were not
in a position to offer me funding. I was told that, at that stage, every
applicant is considered worthy of funding. It’s purely the subjective
assessment of the TECHNE directors that determines who gets an offer.
And so my hopes relied on the
fall-back plan of the Royal Holloway studentship competition which, mercifully,
only took a week or so to complete. But finally, at the end of May – five
months after my original TECHNE application had been submitted – I learned that
I had been awarded a full college scholarship for all three years of my
doctoral study, covering both tuition fees and maintenance at the London rate.
It was a huge relief; an outcome
that at last allowed me to plan ahead for more than a few months at a time. I
could finally give my employers concrete news of what I’d be doing, and I could
start preparing for the academic year ahead, knowing that there would be a firm
project to which I could dedicate myself, and give structure to my life for at
least the next three years.
Fast forward to July, and
it was time to say goodbye to the lovely team at Canterbury BID after nine
months of working there. My time at the BID did end in a somewhat celebratory
fashion, as I managed to time my leaving date so that I could work during Canterbury’s
Medieval Pageant. This event consists of a trail of medieval-themed activities
in the city centre, and a parade which tells the story of Henry II’s pilgrimage
to Canterbury in 1174, when he made a public apology for ordering the murder of
St. Thomas a Becket. I’d never been to the event before, so I’m glad I had the
chance to see it – and help with its running – as an ambassador.
I also had the opportunity to
give training to my replacement, which allowed me to pass on all my accumulated
knowledge of the people we work with, the tasks we have to do, and the challenges
we face in our slice of the city. It was eye-opening to realise how much I’d
learnt about Canterbury during my time in the role, and I’m glad I was able to
put it to good use by sharing it with the newest recruit.
Above all, I hope that the
impression I left as an ambassador was one of dedication to the role and to
Canterbury as a city. It’s been especially fulfilling to have made a difference
to how the city functions and people’s experiences of the city, meeting people
from all walks of life, and finding ways to help them. In total, I welcomed
10,497 visitors, made 1,200 business visits and reported 1,132 issues. It was a
real pleasure; an all-round rewarding experience.
So now I’ve finished full-time
work, what am I doing with my life?
Well, there are two main projects
that are taking up the bulk of my time.
The first is preparing for
another RGS-IBG Annual International Conference.
After last year’s superb session
on Geographies of Digital Games, myself and a couple of colleagues I met there
suggested organising a session in this year’s conference on ‘Landscapes of
Digital Games’, to coincide
with the theme of ‘landscape’ upon which RGS-IBG 2018 is based. After working
together on an overview of what we wanted from session – describing what kinds of
topics we were interested in discussing – we put the call out in January for people to
present papers at our session.
We had a such a large response to
our call for papers that we had to make some quite tough choices about who to
accept for our session – though this was simultaneously a useful exercise for
curating a session that had some coherent themes flowing through it. We were
fortunate that there also happened to be a very complimentary double session on
‘Geographical Considerations of Digital Landscapes’ that was calling for papers,
and, happily, they were able to borrow some of those who submitted papers to
our session, particularly those that were less focused on games specifically.
This double session will also take place directly after ours at the conference,
ensuring that it will be a fascinating afternoon all round for digital
geographies research.
As well as co-organising our
session, I will be presenting some work on Geocaching, explaining how landscapes
are imagined, represented, performed and contested through the navigational and
narrativizing qualities of the gameplay. Writing and giving the presentation, taking
questions from fellow geographers, and meeting more people with similar
interests in the discipline will all be great preparation ahead of starting my
PhD in September. For my PhD project itself, it’ll be useful to revisit my earlier
research on Geocaching and psychogeography, and use material I have
subsequently worked on to reframe my findings using the concepts of landscape
and post-phenomenology.
This year’s conference takes
place in Cardiff from August 28th to August 31st, and I’m
excited to be attending every day of the conference this year, as opposed to
the two days I managed in 2017. It should be a fantastic opportunity to hear
about the latest strands of research within my areas of interest in Geography,
and also to explore more of Cardiff, a city I have visited only twice
previously. One triple session on using walking practices as research, whose
middle session involves putting these methods into practice in the landscape
around the conference venue, should certainly provide some novel ways of experiencing
the city.
The other main project I’ll be working on this summer –
and extending into autumn – is a creative venture, and one that only came about
through my work for Canterbury BID.
During my time working for the
BID, we saw the establishment in Canterbury of the Cathedral Quarter: a
re-branding of Burgate (the cobbled street adjacent to the Cathedral) and the
historic streets that branch off it. As the Cathedral Quarter was in my
reporting area as an ambassador, I attended nearly all of the meetings for
business owners and staff in the area, which focused on what the Cathedral
Quarter could achieve, and how.
In particular, the group has been
looking for new ways to draw people’s attention to the high-quality speciality
shops, restaurants and bars on offer (particularly independents) only metres
from the main high street. One of the main concerns that businesses in the area
have is that many locals are seemingly not aware of what is there; or, for the
long-term residents, have not visited the area in a long time.
Running events is a usually
reliable way to generate interest, and one of the earliest ideas that was suggested
was that of a treasure hunt – an activity that encourages participants to pay
close attention to their surroundings, and potentially discover parts of the
urban fabric they hadn’t noticed before.
After business owners in the
Cathedral Quarter became aware of my PhD plans, and my existing knowledge of
Geocaching, we agreed that it might be beneficial if I could get involved in organising the event somehow.
In the end, they went one step
further, asking if I’d be interested in designing and coordinating the whole
project.
Fast forward a few months to now,
and I am currently in the process of designing a story-based digital treasure
hunting game, in which players scan QR codes to learn about different locations
in the Cathedral Quarter (historically and today) and get a clue as to where
the next code is hidden. When participants complete the hunt, they will all
earn a small reward, and also be entered into a draw to win much bigger prizes.
I won’t go into too much detail
about the project here as the plot, and precisely how different elements of the
storytelling will be executed, are still very much under construction. But to
give a rough overview, the story is centred on a time-travelling academic
called Mia Augustina, who is trapped in the past and needs the players’ help to
return to the present. By scanning the QR codes scattered around the Cathedral
Quarter, which each contain stories relevant to their location, players will
aim to re-calibrate her time-travelling device and enable her to return to the
present day.
It feels like an important
milestone for me personally, as this is the first public artwork I have ever
been commissioned to make, certainly for such a large potential audience. It also
allows me to get some much-needed practice for my PhD, during which I’ll be crafting
similar experiences – those that aim to create a platform for sharing the
stories that make places meaningful to people. All in all, it was an
opportunity that was too good to turn down at this moment in my life, and I
hope I can repay the faith the Cathedral Quarter have shown in me by creating
something memorable and invigorating; something that makes a tangible
difference to those who earn their livelihoods in the area.
So even though I’ve now finished
full-time work, my summer is still jam-packed between designing the treasure
hunt game and preparing my presentation for the RGS-IBG Conference in Cardiff,
and then eventually moving up to London for the first-year of my PhD. It’s a
very exciting time for me. I’m incredibly grateful to have been given these academic
and creative opportunities, and through my work I’m going to try my best to
give something back to the communities into which I’ve been so warmly welcomed
as a student, employee and resident.
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