This post provides an
account of the Geographies of Interactive Digital Narratives session that took place at the Royal Geographical Society (with Institute of British Geographers) Annual International Conference on 29th August
2019. The session was co-organised by myself and Dr. Scott Palmer from the University of Leeds, and was gratefully
sponsored by the Digital Geographies Research Group of the RGS-IBG.
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Introduction
The turn towards the digital
within the humanities and social sciences over the past couple of decades, recognising
the increasing pervasiveness of computational hardware and software in everyday
life and societal organisation, has brought together scholars and creative
practitioners from a wide range of disciplines, seeking to investigate and
codify exactly what is distinct about the ways in which digital technologies
mediate our lives.
Yet it is apparent that event
amidst the diversity of digital communication tools in use today, humans still
rely on one of the oldest and most widespread methods for sharing information
and experiences: storytelling.
Not only do digital media provide
platforms for communicating existing narrative forms, such as e-books for
novels and online video streaming sites for film, but they enable new methods
of storytelling through their computational affordances. While video games have
proved the most influential of these computational narrative media in popular
culture, comprising an industry in which 2.5 billion players now spend a total of $152.1 billion on games globally, digital storytelling has embraced a wide range
of forms. These have included hypertexts – branching narratives communicated
through the user’s navigation of hyperlinks; immersive theatre that uses
technology to augment performance spaces; and interactive TV and film – screenplays
whose narrative path depends on the inputted choices of the viewer, the most
well-known example being last year’s Black Mirror episode Bandersnatch.
Even within the area of ‘games’
itself there is a huge amount of diversity, particularly as the internet, mobile
and locative technologies have enabled more pervasive forms of play in which
game narratives can bleed into our everyday relationships, routines and
environments (see, for example, alternate-reality games and location-based
games).
With emerging narrative uses of
digital technology being recognised by public sector and creative industry
members as the driving force behind the so-called ‘immersive economy’, we are
also seeing increased investment into the production of creative works that use
virtual reality (VR), augmented reality (AR) and mixed-reality (MR)
technologies. In the UK, this has filtered through to academic and arts council
funding too, as government bodies seek to make the UK ‘world leaders’ in this
burgeoning ‘immersive’ sector.
But why should this topic be
discussed at a geography conference?
What many narrative theorists
working in the area of digital media have observed is that it is digital
media’s unique ability to represent navigable space that is essential to
the dramatic power that digital narratives have. Whether it is movement through
branching links or choices of hypertexts and interactive film, physical
environments aided with GPS and digital mapping, or designed 2D and 3D
environments, navigation is typically central to the flow of narratives in
digitally-represented spaces.
Beyond how digital narratives are
experienced, there are also geographies to how these works are produced and
consumed, which often differ and compare interestingly to more traditional
narrative media. From a scholarly perspective, this digital evolution in narrative
form, production and consumption might also point towards new methodological
opportunities and challenges in our work as researchers.
Even given these observations,
there has been minimal consideration of the narrative significance of
digital technologies within geography, despite a long history of geographers
engaging with other narrative forms (particularly in the prominent sub-field of
literary geographies). At the same time, in other disciplines where research on
digital narratives is undertaken, such as game studies, there has been a clear
lack of critical engagement with geographical conceptions of space and place.
What this session aimed to do was
to fruitfully bring together narrative scholars and practitioners from across
the arts and humanities to provoke new directions of scholarship between
geography, narratology and the diverse range of related disciplines; to grapple
with the implications of interactive digital narratives for how we understand
space and place, and discuss the conceptual and methodological opportunities
and challenges that are provoked by research and creative practice in this
field.
Duncan Speakman – ‘It Must
Have Been Dark by Then’: Geographic Narratives and Temporal Composition in an
Interactive Mobile Audio Artwork
Our first presenter was Duncan Speakman from the Pervasive Media Studio
in Bristol, who discussed his locative
audiowalk and companion physical book ‘It Must Have Been Dark By Then’. This work uses evocative music, narration and
field recording to communicate stories from environments that are changing –
from the swamplands of Louisiana, to empty Latvian villages and the edge of the
Tunisian Sahara.
Rather than being a site-specific
work with a set route, users are asked to seek out particular types of spaces
in their environment, with the software building a unique map for each person’s
experience. By choosing their own paths through the city, participants can
explore ideas of environmental change in the places they inhabit and consider
how they might connect to locations elsewhere in the world.
As well as being directed by
where participants choose to walk, the app occasionally asks you to reach a certain
nearby location, indicated by the blue dot and basic directional markers on the
app’s blank map. Duncan explained that this part of the work aims to draw
attention to the material attributes of participants’ surroundings, with any challenges
in reaching these locations provoking an acute awareness of the physical, legal
and social boundaries that constitute their present environments.
Once a location is reached, participants
read the associated chapter of the book while listening to the atmospheric
sound and field recording from the location the story derives from. Here,
Duncan’s work seeks to draw on the immersive capacity of audio and books to
mentally transport you to different locations, despite being very much embedded
in a particular place and time at the moment of listening and reading.
Throughout the walk, the app
tracks the locations the user visited. Then, in the second half, participants
are invited to walk back through the sites they visited previously, listening
to narration that continues the stories that were read about in their specific
locations. As participants remember reading about individual experiences of
environmental change at the sites they visited, the route of their walk becomes
a kind of physical sculpture of memory that draws together near and far, past,
present and future in the singular moment of inhabiting a particular place at a
particular time.
Indeed, temporality was central
to Duncan’s thinking when designing It Must Have Been Dark By Then. While most
locative media involve participants heading to particular locations to receive
content, Duncan believes that the gap between these points is often more
important to the composition of the story. By purposely cultivating slow and
absorbing methods of communicating the stories, Duncan aimed to create
impressions of environmental change that move beyond paradigms of the
‘eco-sublime’ perpetuated, for example, by images of collapsing glaciers and
ice sheets. Instead, Duncan argues, we need to look at the everyday environments
around us and think about their timelines.
Ultimately, It Must Have Been
Dark By Then seeks to use a unique form of interactive storytelling to develop
new forms of attention towards the environments we live in – beyond pervasive
and simplified divisions between subject and object, human and nature – to
articulate methods of witnessing that trace these entanglements; imagining the
world not as for humans, but with humans.
Jonathan Barbara – Narratively
Consistent Virtual Reality Interactive Narratives in Cultural Heritage
Experiences
Our second presenter was Jonathan
Barbara from the Saint Martin’s Institute of Higher Education in Malta, who
discussed the potential of interactive digital narratives for telling stories
of life at cultural heritage sites; bridging between tangible cultural heritage
(artefacts with a physical presence) and intangible cultural heritage (cultural
practices, traditions and representations that have no lasting physical
presence).
Jonathan began by outlining the
importance of digital technology for cultural heritage today. While the
promotion of digital cultural heritage is certainly not new, particularly in
museum spaces where technologies such as touchscreens are now prevalent, VR and
other immersive media formats have the potential to expand accessibility while
improving the safety of historic artefacts and enabling engaging and sensual
forms of learning. The significance that digital manifestations of heritage
assets can have today was illustrated by the example of how models of Notre
Dame from the Assassin’s Creed video games have been used to help guide the Paris
cathedral’s reconstruction effort, following the fire that took place there earlier
this year.
What Jonathan is particularly keen
to explore is how the mechanics of interaction with digitally-mediated
cultural heritage might be informed by the specific geographies of historic
sites – the built environment and cultural practices that occur there today and
have occurred there in the past.
With this aim in mind, Jonathan
ran a workshop for students that asked them to design ideas for a casual game
relating to the Hypogeum in Malta, a prehistoric subterranean site thought to
be a sanctuary and later a burial site. The workshop participants were given a
map of the Hypogeum, alongside basic textual and visual prompts such as
photographs and detailed descriptions relating to life at the site. No guidance
was given to the students as to what kind of interactive experience to create.
Interestingly, Jonathan found
that his students’ game designs consistently returned to tried-and-tested
interaction mechanics from popular culture; notably escape rooms, Pokémon GO
and treasure hunts. This is despite there being a wealth of behaviours, rituals
and systems associated with the site upon which interaction mechanics could
potentially be based, including acts of digging, burial rites, and the unique
social fabrics that were present at the site.
Jonathan concluded by suggesting
that interactive storytelling mechanics that are more deliberately inspired by
the specific geographies of heritage sites might help visitors to better make
sense of their repositories of tangible and intangible heritage, and called on
those in the session to consider and discuss how this might be achieved.
Lissa Holloway-Attaway – Play,
Place, and Telling Micro-Histories through AR Storytelling Experiences for
Children
Our third speaker was Lissa Holloway-Attaway, an Associate Professor of Media Arts, Aesthetics and
Narration from the University of Skövde in Sweden. Lissa’s presentation
discussed the AR playable book series called KLUB (Kira and Luppe’s Beastiarium)
that her and university colleagues have created
to engage children with folklore from the Skaraborg region of Sweden.
The KLUB series revolves around
the characters Kira and Luppe, a young werewolf and vampire, and their struggle
against a ringleader character who attempts to make them perform in a
travelling circus. It is in Kira and Luppe’s journeys with the circus where
they encounter fantastical beasts, with each book in the series telling an
individual story based on folklore from one county in Skaraborg. When children,
accompanied by their parents, read the books and scan certain images within
them using the KLUB app, the characters portrayed in the images appear as 2D
and 3D visualisations that are then collected in the app’s ‘beastiarium’.
This form of interactive
storytelling is further reinforced by other methods of cultural engagement that
Lissa’s team have developed. Having formed partnerships with a range of local,
national and international collaborators, characters from the KLUB books are now
appearing in numerous local museums in Skaraborg as part of playable and
augmented-reality exhibition experiences. Through this broad range of
interactive and site-specific activities, the creators are aiming to use
technology to foster connections between tangible and intangible heritage, employing
the fantastical themes of the stories to encourage families to explore the diverse
landscapes of the Skaraborg region in person. Working further towards this aim,
the team plans to extend the KLUB universe into other media forms, including
board games and guidebooks.
Beyond the KLUB project, Lissa is
interested in how geographers and artists might work together to find ways of
re-imagining landscapes through the medium of maps. To this end, Lissa
has been involved in a recent project that engages children with their local
cultural heritage sites by asking participants to map these places in the game
world of Minecraft. Given the representational and abstract qualities of maps,
Lissa made the point that this type of exercise benefits from being both
creative and actively informed by the geographies of these individual sites. Indeed,
these examples, Lissa suggested, point towards a wider trend of using the
interactive possibilities of digital technology to enable experiential
engagement with place.
It must be noted that, during the
session, we discovered that one of our audience members was from Sweden, and that
her family have actively used the KLUB books to teach the children about their
heritage in Skaraborg since moving away from the region. Lissa explained that
she has heard of many similar experiences, and that one of the aims of the
project was to create a fairytale for whole families to explore together, connecting
local heritage to the personal ties of ancestry and memory.
Jack Lowe – Environmental
Storytelling: A Digital Frontier for Narrative Geography
I was the final presenter in our
session, exploring the relationship between navigation and narrative in
exploration-based video games by discussing a set of game design practices
known as environmental storytelling. I went on to consider what potential
environmental storytelling might have for interactive digital narratives that
operate in physical settings using locative, mobile and ‘immersive’ media,
explaining how environmental storytelling can provide a conceptual and
practical toolkit for making sense of relationships between geography,
narratives and digital technology. (A full written version of this presentation
is available here).
I began my presentation by
outlining how the ways that we interact with digital media are characteristically
navigational – whether it’s in our use of hyperlinks to travel between
websites, use of geolocation to traverse physical space, or deliberate movement
through the rendered worlds of video games. What is distinct about interactive
digital narratives is how these processes of navigation are shaped into the
dramatic enactment of plots.
In the case of environmental
storytelling in video games, developers use evocative narrative elements in the
form of in-game objects (e.g. written notes and artefacts), sounds (e.g. music,
ambient sound), haptic feedback (e.g. how the avatar moves) and more to embed
story information into their worlds for players to find. This distributed
composition of the storyworld – as opposed to a consistent narration – not only
allows for the communication of a range
of character viewpoints (multi-vocality), but also means that players can
direct where to focus their attention in the world, and the extent to which
they do so (dynamic focalization). The result is a highly personalised account
that is closely tied to the player’s own interpretations and domains of
meaning-making.
Nonetheless, game developers can
also employ subtle design techniques to guide the player’s navigation. These
are gating, in which entry and exit points are coordinated to structure the
player’s exposure to information; signposting, in which light and sound directs
the player’s attention towards significant narrative elements; and pacing, in
which the spacing between narrative information is managed to elicit dramatic
tension and mood. Taken altogether, environmental storytelling operates through
the curation of a mise-en-sensibilité of player sensibilities, material
hardware and aesthetic representations, through which players assemble meaningful
experiences within a flexible structure that enables their navigation through
the game world to unfold in dramatic and emotionally engaging ways.
With the advent of more
widespread adoption of locative media, 360° video and AR/MR technologies,
artists are increasingly invoking navigation in ‘real world’ places as the
basis of interactive storytelling. Yet many of these hybrid ‘immersive’ media
present challenges that aren’t typically faced by video game designers,
particularly concerning the contingency of embedding narrative elements in
living, changing environments; the often uncomfortable intersection of the
gameplay with existing material processes, histories and socio-legal norms; and
retaining dramatic agency when the boundaries between the storyworld and
everyday life are less clearly defined.
Particularly when these
challenges and affordances are confronted through practice-based research, as
part of a creative process, this is why I concluded my presentation by arguing
that environmental storytelling as a concept can be useful for scholarship
beyond just video game design, providing opportunities for apprehending the
broader ecology of materials, bodies, social norms and physical processes that shape
how digital narratives are produced. In so doing, environmental storytelling
can potentially offer an important frontier for interdisciplinary research
across the digital humanities into how the relationship between navigation and
narrative plays out across a range of contexts.
Panel discussion
The first main topic deliberated
in the panel discussion concerned the relationships between physical objects
and digital representations in interactive digital narratives, and what the
materiality of objects used in these storytelling media adds or takes away from
participants’ experiences. One common theme across all the responses was the
power that material culture can have for transmitting stories across spaces and
times. Duncan notably emphasised that his decision to include a physical book
as part of It Must Have Been Dark By Then was to incorporate the stories’ words
into the processes of aging and decay being experienced by the environments
that are both represented in the text, and in the physical sites that
participants travel through. Later, Lissa reiterated that Skaraborg’s physical
environment was always one of the starting points for her team’s work, and the
fictional frame offered by the KLUB books is aiming to heighten engagement with the
material culture and built environments that people can interact with in
person.
Another key pivot of our
discussion centred on how design processes for interactive digital narratives
are managed. The questioner was considering the predicament Jonathan described
in his presentation, regarding how the mechanics of interactive digital
narratives might be informed by the geographies of their sites, and suggested
that part of problem may have been that people think about digital media such
as games in terms of genres rather than affordances.
Consequently, perhaps there is a need to embrace a more bottom-up design
process as opposed to a top-down implementation.
In response to this comment,
Duncan made the point that allowing large numbers of voices into a creative
discussion can sometimes hinder innovation. All of the presenters concurred
that focus groups in particular can be difficult spaces to enable creativity
due to the saturation of diverse viewpoints, and the groupthink that can
ultimately occur when certain voices are heard and others are silenced.
Our final question asked all of
the presenters to consider what is left out of the various narrative media we
discussed in the session. In my response, I explained how many
exploration-based video games are based on worlds that are devoid of characters
you can interact with directly. Instead, the narrative structure of these games
often follows a treasure-hunting or evidence-gathering theme in which the
player is able to travel and search almost unhindered through the world. Not
only does this format lend itself to particular types of stories at the expense
of others (e.g. detective narratives) but it can represent an uncomplicated
portrayal of the power relations that condition our capacities to navigate
through environments in everyday life.
In Jonathan’s answer to this
question, he highlighted the challenges of adequately replicating the
specific lighting and sound conditions during rituals in places like the Hypogeum, thousands of years in
the past. While having no description or depictions of these prehistoric rituals leaves
much to the imagination, it is possible to simulate the entry of sunlight and capture the sound profile
of underground cave reverberations, which may reflect some of the ambiance of the site. Nonetheless, even with the
technology available today, this task remains a computational challenge.
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As one of the session
organisers, I would like to thank everybody who attended Geographies of
Interactive Digital Narratives and contributed so thoughtfully to the panel
discussion. I’m particularly grateful to Scott Palmer for his support in
convening this session with me, the RGS-IBG for their help and quick responses
when administering the session, and the Digital Geographies Research Group for
their sponsorship. Lastly, I want to thank my fellow presenters Duncan
Speakman, Jonathan Barbara and Lissa Holloway-Attaway for sharing work that
engaged so insightfully with the session theme, alongside everybody who
responded to the original call for papers. I hope the topics and debates
explored in this session will continue to remain on the agenda in Geography and
across related disciplines, in line with the increasing influence of digital
narratives across our societies and cultures.
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