Showing posts with label RGS-IBG. Show all posts
Showing posts with label RGS-IBG. Show all posts

Monday, 31 October 2022

The Materiality of Digital Geographies: Agencies, Affects and Impacts

This Friday 4th November, the Digital Geographies Research Group will be holding its annual symposium as an online event.

The symposium is themed around the topic of materiality, departing from long-outdated notions that equate the digital with virtual realms detached from material reality. We will be exploring the hardwares and infrastructures involved in making what we perceive as ‘digital’, the impacts such technologies have on our physical environment, what agency different people/organisations have to influence how such technologies are used, the politics and possibilities of these potential uses, and the impacts these material processes ultimately have on the bodies, objects and institutions that we live with.

The event will feature a range of session types with plenty of space in between for breaks and lunch. There are three presentation sessions, each with four presentations brought together around particular sub-themes (I’m chairing the session on Place, Platforms, Politics). There is a section during lunch where I’ll be screening digital shorts (videos 2-5 minutes in length that explore an area of research related to the symposium theme). And finally, there will be a keynote presentation from Dillon Mahmoudi, whose research focuses on the relationship between technology, cities and capital. 

You can sign up for the event via the Eventbrite page here, and view the full programme below.



Saturday, 30 July 2022

Call for Papers: Digital Geographies Research Group 2022 Annual Symposium

The Materiality of Digital Geographies: Agencies, Affects, and Impacts

Symposium Date: Friday November 4th, 2022
CfP Deadline: Monday September 12th, 2022
Location: Online. Details TBA

Symposium Theme

Digital geographies pose important questions of how digital technologies reshape the production and analysis of geospatial knowledge, and what implications this has on everyday spaces, territories, and places. As digital geographic research continues to attract a wide range of interdisciplinary perspectives, the materiality of digital technologies, software, and data, and their impacts on the natural and built environment has become a focal point of discussion that engender key questions of dematerialization, and the need to better understand the agencies and materiality of technology.

This symposium seeks to discuss and reflect on the agencies, affects, and impacts of the materiality of digital geographies. The objective is to reflect on the everyday relations of technologies, infrastructures, objects, bodies, and institutions that stabilise digital geographies into a coherent body of research. In turn, it is also important to consider the socio-cultural, and politico-economic forces that sustain material investment in digital geographies to better understand the material politics of knowledge production.

This symposium aims to extend our understanding of the materiality of digital geographies by focusing broadly on the historical materialisms, political economies, material affects, and infrastructural affordances that shape the production and dissemination of geospatial knowledge. We aim to better understand the material politics and economies that can steer digital geographic research, including the kinds of tools, labour, platforms and data used to produce spatial knowledge; the impacts of the private sector on academic research; and the ways in which space and place are shaped by political and economic forces.

The Digital Geographies Research Group invites theoretical and empirical contributions that broadly relate to critically understanding the materiality of digital geographies from researchers and practitioners at any level. Topics may include, but not limited to:

- Materiality, agency, and affects
- Political economy and historical materialism
- Infrastructures, interfaces, and Science and Technology Studies
- Everydayness and mundaneness of digital geographies
- Mobilities, boundaries, and hybridities of digital geographies
- Critical theories of inequalities, divides, and exclusions
- Environmental, embodied, and ecological issues of digital geographies
- Digital cartography and territoriality
- Dematerialization, software, and data
- Financialization and digital technologies

Submission information

We welcome abstracts for paper submissions at any stage of research. Beyond paper proposals, we also welcome abstracts for contributions in the form of digital shorts. Digital shorts are short videos (between 2 and 5 minutes in length) that provide an introduction to, or summary of, an aspect of your research. Your video could discuss:

- Recent research findings
- An emerging research idea or interest
- A new or upcoming research output, publication, creative work etc.
- Research methodology
- Approaches to teaching
- Uses of digital technologies within academia

This format has been deliberately designed to require limited preparation, so is ideal for postgraduates, early career researchers, those with caring responsibilities, or other commitments. You can view examples of digital shorts on the DGRG YouTube channel.

Abstracts should aim to be approximately 250 words and submitted before Monday, September 12th.

Please email your abstract to harrison.smith@sheffield.ac.uk before the deadline.


Wednesday, 11 May 2022

DGRG Work in Progress YouTube Series: Spring Showcase 2022

For the past two years, I have served as Postgraduate Representative on the committee of the Digital Geographies Research Group (DGRG), a research group of the RGS-IBG focused on the relationship between geography and the digital.

Working together with fellow Postgraduate Representative Daisy Curtis, and Events Co-ordinator Maxwell Mutanda, one of the main innovations I have overseen during my time on the DGRG committee is the creation of our YouTube channel. As well as hosting recorded video content from events like our Annual Symposium, the channel is home to our Work in Progress series.

This series consists of short videos between 2 and 5 minutes in length, aiming to communicate recent or current work being undertaken by researchers on a wide range of topics that connect geography and the digital. Topics can include emerging research ideas, approaches to research methodology, research findings, approaches to teaching digital geographies and discussion of research outputs.

Through this series, we want to promote the fascinating, diverse work being done in digital geographies throughout the academic calendar and across the globe, developing our research community further.

By keeping the videos concise, our aim is that making them will require limited preparation and time commitment, helping to ease participation from postgraduates, early career researchers and those with caring commitments, for example. The short video format also makes this content highly shareable, helping contributors to communicate their ideas in a digestible way that can reach a wide range of audiences.            

Towards the end of last year and early this year, we announced a new call for contributions to the Work in Progress series. These videos would make up our 2022 Spring Showcase. I’m very pleased to say that this new batch of videos launched two weeks ago, beginning with a beautifully edited video by Jude Jabali (UCL) on the relationship between digital media and the built environment in the redeveloped area of Vauxhall Nine Elms Battersea, London.

Yesterday, we published our second video of the Spring Showcase, featuring Dr. Jamie Halliwell (Manchester Metropolitan University) discussing how fan and sexual identities are expressed within the digital ecosystem of Eurovision fan spaces.

Over the coming weeks, we’ll be releasing videos on topics including digital privacy during COVID-19 and the influence of GIS (geographical information systems) on economic geographies. I will also be contributing a video to the series, discussing findings from my PhD research on how people engage with place through location-based games.

New videos are added to the series every fortnight. Subscribe to the DGRG YouTube channel to be notified whenever a new video is released. You can also follow updates from the research group on Twitter @digital_RGS. We have some exciting plans to develop new ways to engage with digital geographies research in 2022, so look out for more announcements soon from the DGRG.


Friday, 17 December 2021

Call for contributions: DGRG Work in Progress YouTube Series

The Digital Geographies Research Group (DGRG) of the RGS-IBG invites interested researchers, academics, students, or practitioners from around the world to contribute to our Work in Progress YouTube series.

This series consists of digital shorts (videos between 2 and 5 minutes in length) exploring topics across the full breadth of research connecting geography with the digital. Your video could discuss:

  • Recent research findings
  • An emerging research idea or interest
  • A new or upcoming research output, publication, creative work etc.
  • Research methodology
  • Approaches to teaching
  • Uses of digital technologies within academia

View existing videos here to get a flavour of the wide range of topics and approaches showcased in the series. All videos in the series are accurately subtitled.

This format has been deliberately designed to require limited preparation, so is ideal for postgraduates, early career researchers, those with caring responsibilities, or other commitments. In the spirit of being inclusive, staying in touch and trying to support each other, we want to use our channel to promote the fascinating and diverse work being done in digital geographies throughout the academic calendar. We see this as an opportunity to foster community, research development, membership growth and international outreach.

If you’re interested in participating, please submit an abstract to Daisy Curtis (d.curtis@exeter.ac.uk), Jack Lowe (jack.lowe.2017@rhul.ac.uk) and Maxwell Mutanda (maxwell.mutanda@conted.ox.ac.uk) by 21st January 2022 for the Spring 2022 showcase period. 

Anyone that would like to follow the Work In Progress series can do so by subscribing to our YouTube channel and following the DGRG on Twitter @digital_RGS

 

Thursday, 2 September 2021

RGS-IBG Annual International Conference 2021: Designing digital games as a geographical research method


Above is a recorded version (with subtitles) of the paper I presented in the Innovative Digital Geographies session at the Royal Geographical Society (with Institute of British Geographers) Annual International Conference on 31st August 2021. This paper discussed designing digital games as a geographical research method and considered the relationship between this method and digital geographical knowledge more broadly, particularly in terms of what we consider 'innovative'.

I'd like to thank Zoe Gardner, Stefano de Sabbata, Katy Bennett and Tess Osborne for convening this fascinating double session, and the Digital Geographies Research Group (DGRG) for sponsoring it. Thank you also to the other presenters in the two sessions for sharing such inspiring research insights and techniques.


Tuesday, 13 July 2021

Digital Geographies Research Group 'Work in Progress' YouTube Series

Since the beginning of this academic year, I have been a Postgraduate Representative on the committee of the RGS-IBG Digital Geographies Research Group (DGRG). The DGRG brings together scholars and practitioners from a wide range of disciplines, whose work engages with the relationship between the digital and geography.

As part of our work within the DGRG committee, we’ve been thinking about ways we can better provide a platform for sharing the research that is happening in our community.       

One popular and successful feature of DGRG events in recent years has been our ‘digital shorts’. These are 2 – 5-minute videos made by researchers to give an overview of an aspect of their work.

Digital shorts have proven particularly popular during the pandemic, as a simple and quick way to communicate research that does not require too much work from the presenter. There were 13 shorts presented during last year’s DGRG Annual Symposium and 11 created for the DGRG-sponsored session Digital Geographies and the Everyday at the RGS-IBG Postgraduate Forum Midterm Conference earlier this year. Other research groups such as the Participatory Geographies Research Group have recently even begun to use the digital short format for their own events.

Following the utility and popularity of the videos in these events, we considered whether we could create an ongoing programme of digital shorts, as a way to share the diversity of digital geographies research with a public audience on a regular basis.       

This idea has led to the launch of our new Work in Progress series on YouTube (also linked at the bottom of this post). This series will feature digital geographers at different career stages and from different disciplinary and methodological backgrounds discussing a wide range of current research.

A couple of weeks ago, we released our first digital short by Phil Jones, discussing the opportunities and challenges of analysing VR content.

Today, our second video has been released. Created by Jeremy Crampton, it discusses his research interests in facial recognition technology and its implications for surveillance in urban life.

We are aiming to publish a new digital short roughly every fortnight from now on.

In the meantime, if you’re interested in hearing more about digital geographies research, you’re in luck. Our annual symposium ‘Where Next for Digital Geographies? Pathways and Prospects’ is taking place online this Wednesday 14th July and is completely free to attend. You can find the full programme and Eventbrite page to book your ticket here.            

    



Monday, 8 February 2021

Call for Papers: Digital Geographies and the Everyday

RGS-IBG Postgraduate Forum Midterm Conference, 19th – 23rd April 2021

Date and time: Thursday 22nd April 2021, 1500 – 1700 BST, via Zoom

Sponsored by the Digital Geographies Research Group (DGRG)

As digital technologies have become increasingly and unevenly entangled in everyday life on a global scale, so has their influence on the everyday phenomena we might participate in and choose to study as geographers. The Covid-19 pandemic has thrown into sharp relief the ways digital technology can shape what we research, how we do research and how we share research, perhaps more than we might have intended. Inequalities in everyday access to digital tools can create ‘digital divides’ at both local and global scales, while the diverse application of digital technologies has influenced a wide range of cultural practices across the world. These may be mundane, creative, ethically problematic, violent, innovative – sometimes many of these words at once, and others besides.

This centrality of the digital to today’s geographical praxis has been illustrated evocatively by Ash, Kitchin and Leszczynski (2016), who have charted the current ‘digital turn’ as one provoked by engagement with geographies through the digital, geographies produced by the digital, and geographies of the digital. With this same broad scope, we invite proposals for digital shorts (videos summarising research in 2-5 minutes) that engage with a range of everyday geographies through, produced by, and of the digital.

Topics may include, but are not limited to:

·  Research methods involving digital technology

·  Creative practices using digital technology

·  Digital infrastructures

·  Regional digital geographies – particularly perspectives from the Global South

·  Forms of digital labour

·  Digital technologies, health and wellbeing

·  Digital arts and entertainment

·  Digital access and digital divides

·  Social media and sharing (dis)information online

·  Forms of digital mapping

The digital shorts will be pre-recorded by participants and then watched live on Zoom during the session, followed by questions and discussion. The format of the discussion will be decided once we have received submissions.

Please submit abstracts of no more than 250 words to Jack Lowe (jack.lowe.2017@rhul.ac.uk) and Daisy Curtis (d.curtis@exeter.ac.uk) by 5th March 2021.


Wednesday, 9 September 2020

Location-Based Games and Place: A YouTube Playlist

On 26th August, I took part in the 2020 RGS-IBG Postgraduate Forum Twitter Conference.

This conference was organised after many academic events were postponed or cancelled as a result of the coronavirus pandemic, meaning that postgraduate geographers have had limited opportunities to share and receive feedback on their work, as well as connecting with other scholars.

For this conference, participants were asked to present their research in 5 tweets. This meant not only adhering to the 280-character limit for each tweet, but also finding creative ways to demonstrate research findings using images, videos, GIFs, emojis, and more.       

As I’m approaching the final year of my PhD, when I’ll be writing up what I’ve found from the past couple of years of research, I thought that the most useful approach to this task would be to think through how I’ll be structuring my research findings in my thesis.

For my conference tweets, I decided to make three short videos (3-4 minutes each), outlining what I’ve learnt about the significance of location-based games for thinking about how people experience place in today’s digitally-mediated world. These draw on examples from my practice-based PhD fieldwork, for which I have been making and testing location-based games myself.

Each video focuses thematically on a particular set of research questions, design challenges and observations I have encountered during my research on location-based games, and connects to a substantive chapter of my thesis:

Interfacing Multiplicity: How can location-based games account for, and engage with, this diversity of embodied, discursive and material elements that make places meaningful? And how is this multiplicity, and the platforms used to interface it, experienced by players?

Bounding Contingency: How can developers of location-based games negotiate the limitations, specificities and contingencies that come with designing games set in physical locations? And how do players themselves negotiate these affordances; how does the playing of games set in physical locations enable people to engage with place in particular ways?

Structuring Feeling: How can we design location-based games that make the process of interacting with a place engaging, meaningful and evocative? What kinds of unique experiences and subjectivities might emerge from the gameplay?

I have now shared these videos as a playlist on YouTube called ‘Location-Based Games and Place’, which you can watch below.

Many thanks to the RGS-IBG Postgraduate Forum team for designing such an innovative conference format and making it run so smoothly. It was inspiring to see a great variety of geographical research presented so creatively on Twitter. Thanks also to those who connected with me during the event by discussing our research and asking/answering questions.




Thursday, 2 July 2020

DGRG Virtual Annual Symposium 2020: Digital game design as a geographical research method



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The video embedded above is a recorded version of the digital short I presented at the Digital Geographies Research Group's Virtual Annual Symposium on 1st July 2020. The DGRG is a research group of the Royal Geographical Society (with Institute of British Geographers) and this was its 4th annual symposium, organised around the theme of 'Using the Digital: Methodologies, Teaching, and Everyday Practice'.

Digital shorts are brief summaries of an aspect of your research in 2-5 minutes. My presentation considered the opportunities and challenges for geographers in using digital game design as a research method for studying these media in practice. Here is the full abstract:

Digital games have begun to garner significant attention in geography over the past decade, as media with increasing cultural, economic and political influence globally, as well as distinct representational, affective, material and social attributes. Already provoking methodological innovations in the use of video ethnographies (Ash, 2010), covert and (auto)ethnographic play (Dornelles, 2019), alongside more conventional qualitative methods, where geographical scholarship on digital games has been lacking is in direct engagement with the processes of making these works.

This presentation will outline how I have used creative practices of digital game design and development as a geographical method for researching location-based games. Drawing on experiences from my autoethnographic PhD fieldwork, I will discuss how apprehending research questions creatively as a design brief can lead to more expansive understandings of the intricate relationships between digital technologies, embodied experiences and cultural meaning-making enacted through making and playing digital games. I will also touch on some of the challenges related to expertise, ethics and data collection presented by practice-based research on digital topics, which have been encountered and negotiated throughout my doctoral research.

I would like to thank Hannah Awcock and everyone else at the DGRG involved in organising this event, and my fellow presenters to contributing to such a diverse and rewarding programme.
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Monday, 30 September 2019

Geographies of Interactive Digital Narratives


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.

____________________________


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.


Saturday, 31 August 2019

RGS-IBG Annual International Conference 2019: Environmental Storytelling: A Digital Frontier for Narrative Geography


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Below is the written component of the paper I presented in the Geographies of Interactive Digital Narratives session – which I also co-convened – at the Royal Geographical Society (with Institute of British Geographers) Annual International Conference on 29th August 2019. The superscript numbers in the text indicate the number of the corresponding slide you should view in the embedded Powerpoint above (you can access the slides separately as a PDF here).
I’d like to thank Scott Palmer for his efforts in convening this session with me, particularly when deciding how to frame the session, what papers to include, and what kind of format the session would take. I’m also grateful to the Digital Geographies Research Group for sponsoring Geographies of Interactive Digital Narratives, alongside an impressive number of other sessions on digital themes throughout the conference. Lastly, I want to thank my fellow presenters in this session, Duncan Speakman, Jonathan Barbara and Lissa Holloway-Attaway. As the session chair, I was delighted with the quality of the papers and how well they spoke to each other throughout the session, despite covering diverse digital narrative forms. A post giving an account of the overall session will be posted on this blog soon.        
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Today1 I’m going to talk about the ways that stories can be told using a person’s environment with interactive digital media. I’ll be drawing on the example2 of exploration-based video games, explaining how a set of design techniques known as ‘environmental storytelling’ works to produce narrative experiences for players in their fictional worlds. This is based on autoethnographic research on 12 ‘walking simulator’ games and interviews with their designers.

In particular, I want to outline why I think environmental storytelling can provide a useful concept beyond just video games3, for thinking about the ways that navigational practices are meaningfully evoked in a range of digital narrative forms. I’ll ultimately be suggesting that this concept could be a starting point for new and fruitful directions of research at the intersection of geography, narrative studies and the digital humanities, especially given the heightened importance attributed to the ‘immersive’ sector of the creative industries today.

But first, why the focus on digital ‘environments’? It’s evident4 that the ways in which we interact with digital technology are characteristically navigational; whether it’s in our use of links to move between sites on the internet, the ways mobile and locative tech guides our movements in physical space, or the rendering of 2D and 3D worlds that we traverse in video games. Consequently, one5 of the qualities that makes digital storytelling unique is how these kinds of navigational interaction with virtual space are shaped into the dramatic enactment of plots.

This process is perhaps demonstrated most clearly by the game design practices known as ‘environmental storytelling’6. In game development, this term typically refers to methods developers use to embed narrative information in the worlds they design. As this information is discovered by players7 when they move through the spaces represented onscreen, they’ll come to perceive a sequence of events that has taken place in the world – a narrative. To quote Henry Jenkins8, who first popularised the ‘environmental storytelling’ term, video games displaying these techniques are not designed as pre-authored narratives, but “spaces ripe with narrative possibility”.

Accordingly, what I’m going to focus on in this presentation9 is, firstly, how narrative information is embedded or ‘emplaced’ in video game environments; and then how players navigate these storyworlds through the information they encounter. I’ll then use these observations to discuss why I think this concept of environmental storytelling is helpful for interactive media scholarship beyond video games.

So10, as a method of narrative communication that requires navigation, we can say that environmental storytelling entails the distribution of narrative information across the realm of play. Michael Nitsche calls these pieces of information ‘evocative narrative elements’ – details11 that don’t necessarily represent recognisable narratives in themselves, but require movement and interpretive work from the player to be understood as part of a wider story. These evocative elements can take a variety of forms, from detailed written artefacts like letters, diaries or newspaper clippings to objects, signs, and music.

But what qualities do these evocative narrative elements possess that enable players to construct meaningful stories from them?

Firstly12, the diversity and distribution of these elements enables a multi-vocality of information transmission, whereby each object can have its own voice and perspective, rather than being filtered by a narrator. This means that the narratives emerging from discovered artefacts always reflect the value judgements of those doing the interpreting – in this case, the player.

In the game Gone Home13, the player-character returns from holiday to an apparently empty house, and can explore the rooms and belongings of her family members to make sense of events that unfolded since she has been away. By giving players deep access to the thoughts, motivations and personalities of a range of story characters, players can engage with an intricate exploration of family dynamics and belonging in a middle-class American household, but in a way that allows them to interpret the events for themselves.

Importantly, though, environmental storytelling relies on players to find these narrative elements in the game world by exploring their surroundings. In narratology14, the relationship between the unfolding action of a story and what’s actually observed by the recipient is known as a story’s focalization. But what Michael Nitsche argues is that video games enable ‘dynamic focalization’, through which players can choose where to point the camera, which directions to move in, and what to focus on in their surroundings.

This has some important consequences for narrative communication. The possibility15 of ignoring information means that players can choose how they want to invest in the world, but also rely on their own observational skills to discover information rather than being ‘told’ or deliberately exposed to it. The player experience deriving from the emplaced narrative elements is tailored to the player’s own affective and emotional sensibilities. Indeed16, many developers choose to actively hide impactful pieces of narrative detail in the world, knowing they’ll provide a significant emotional payoff when found by those looking for secrets.

Dynamic focalization demonstrates how the communication of visible and audible narrative information is closely entwined with the player’s haptic control of an avatar as they explore game environments. And indeed17, the emplacement of narrative elements is as multisensory as the practice of game playing itself. Shibolet’s paper on the avatar’s movement in Journey describes how the ‘story’ of the experience comes into being almost solely through the shifts in movement dynamics you embody as you move across the world, each ingrained with a kinaesthetic significance that echoes the game’s wider metaphor of the path of life.

It’s an example that reminds us that game worlds are not just a mise-en-scene, but what Andy Lavender calls a mise-en-sensibilité. The interplay between diverse player sensibilities, material hardware and aesthetic representations assembles to generate events of narrative meaning-making.

What’s notable18, then, about environmental storytelling is how the stories that derive from the evocative narrative elements emplaced in the world become personalised to the player. The affects and perceptions that players chart become closely mapped onto internal topographies of the self, providing opportunities for players to engage on their own terms with aesthetic and kinaesthetic possibilities in the world. It’s this highly personal quality of player interaction that can make game environments “a place for dwelling rather than merely a territory”.

All this said19, the evocative narrative elements in themselves aren’t narratives. It’s the player’s navigation across environments populated by these pieces of information that leads to the development of stories. But how does this navigational process work?

When speaking to developers of the games I played, it became apparent that, even in worlds that seem to let you explore more or less ‘freely’, behind the scenes there are devices encoded into the world to subtly guide the player’s navigation. In the games I played, there were three main techniques developers used. The first20 is gating, in which entry and exit points in the world are carefully coordinated to structure the flow of information the player is exposed to. The most common method is to require that the player has found a particular object or piece of information in order to advance to the next area, such as locked doors that require keys or passcodes to open. The second is signposting21, in which light and sound directs the player’s attention towards certain significant elements in their surroundings. And the final method is pacing22, in which the spacing between narrative information is carefully managed to elicit dramatic tension and mood.

Together, these three techniques help to negotiate one of the key ‘perils’ of interactive storytelling – retaining drama when the interactor can determine which information they encounter and the context in which they encounter it. These techniques23 provide a basic framework that subtly shapes how players ‘join the dots’ between the world’s dispersed narrative information, preserving the intended affective qualities of the story, while still enabling the sense of thrill and intimacy that comes with encountering and interpreting this information for yourself.

Nonetheless, this balance between dramatic emplotment and player agency emerged from my interviews with developers most often in the notion of ‘believability’24. The developers wanted to spin worlds that players could ‘imagine themselves into’, but recognised that achieving this aim meant purposely ‘leaving room’ for the player’s imagination. That’s why many exploration-based game design teams actively imbue depth and ambiguity into their worlds25, using juxtaposition, symbolism or even contradiction to invite players to formulate their own beliefs about what any arrangement of narrative elements ‘means’.

At the same time, designers need to reinforce the idea that each individual narrative element logically belongs to the wider fictional universe. For game environments based on real-world sites, this might entail quite extensive research – such as this26 example, where the developers used academic articles about farming practices to learn whether hay bales were wrapped in 1980s rural Shropshire. More generally, games testing27 is crucial, as developers of these games use player feedback to carefully manoeuvre the spatiotemporal attributes players interact with to achieve “positively affective” outcomes, with believability being one of these key objectives.

So by manipulating how narrative information is exposed to players as they traverse game worlds, developers create the conditions for players to draw meaningful associations between the evocative narrative elements. They calibrate player perception to ensure that dramatic agency is retained and believability is maximised, while also inviting personal interpretation to enable intimate narrative world construction by the player. The navigational process of enacting environmental storytelling isn’t a process of narrating events in sequence, but enabling dwelling in a storyworld that spills out of the screen, whose narratives are intimately tied to player dispositions, sensibilities and real-world contexts.

Everything28 I’ve said so far about environmental storytelling is based upon the findings of my research into video games. But today, particularly with the increasingly hyped ‘immersive media’ paradigm that’s shaping the future of work in the creative industries, we’re seeing an ever greater number of narrative works being produced that use locative media, 360° video, sound, AR, VR and MR technologies. Like video games, these are interactive and often involve some form of spatial navigation by the user. But to what extent can the game design techniques falling under the banner of ‘environmental storytelling’ be of relevance to these emerging media forms?

Well, the informational environments29 that users engage with in these immersive media arts often differ quite considerably from video games. Johann Huizinga famously described playful activity as something that takes place in a ‘magic circle’ – a sphere of activity separate from the spaces and times of everyday life that participants enter voluntarily. Yet for many of these emerging storytelling media, this magic circle is forced to expand in some way, whether spatially, temporally, or socially. The affordances of immersive technologies increasingly enable the blurring of fictional environments with the environments30 of everyday life.

This presents some important questions. How would a storyteller go about embedding narrative elements in changing, off-screen environments? In turn31, how would the gameplay interact with existing material processes, histories and social norms? And lastly, when the boundaries of the storyworld are less clearly defined, how can narrative designers ensure that participants continue engaging meaningfully with the narrative architecture they’ve designed?

It's evident that, if the ideas and practices associated with environmental storytelling are to be useful in these contexts, the informational ‘environment’ we engage with needs to be expanded too. In video game development32, environmental design currently refers to a very specific set of practices – such as modelling and texturing, lighting scenes, and creating concept art. Yet narrative world-building in hybrid ‘immersive’ storytelling forms often relies on a much broader ecology of human and non-human agents – intersecting with processes and phenomena we study across geography as a holistic discipline.

By adapting the environmental storytelling concept to encompass the array of materials, bodies, social norms and physical processes through which digital narratives of all types are produced, we can work towards understanding the significance of space and place in communicating stories across a range of digital media and contexts.

I also33 want to emphasise the importance of practice-based methodologies for answering these questions. From my own experiences so far in my practice-based PhD, being involved in the iterative process of game development reveals the myriad challenges and affordances that designers inevitably negotiate when working with environmental storytelling techniques, which can easily be missed after the creative process has taken place. Yet it’s often ‘interesting failures’ that offer the best opportunities for learning, and could address important questions here, such as: what kinds of story are most appropriate to tell using environmental storytelling techniques? What are the possibilities and limitations of this storytelling method in different contexts? And what implications are there for the experiences of creative practitioners involved?

All these questions would appear to suggest that there’s not only mileage in environmental storytelling as a conceptual framework through which research can be conducted, but more broadly that there are ample avenues for potential future study by those working across disciplines, and between theory and practice.

To finish34, I would argue that it’s no coincidence that scholars have observed a ‘spatial turn’ in the humanities and social sciences at the same time as a ‘digital turn’. Digital media have not only impacted the geographies of how societies operate and organise themselves, but the distinctly navigational qualities of how we interact with media generally. Both in how spaces are represented and negotiated, and how information itself is spatialized, digital media have influenced our understandings of dwelling in the world as humans.

Digital35 narrative forms such as video games are at the forefront of research into the relationship between ‘place’ and the digital because these media actively seek to create believable worlds that we can dwell in. Their storyworlds hinge on the sense of place curated by players as they encounter, associate and interpret information through navigation.

I’m contending36, therefore, that environmental storytelling can be an important frontier for future research at the intersection between digital geographies and narratology. Understanding how these storyworlds are crafted and inhabited can help to reveal and dissect the meaningful interrelationships of technologies, bodies and social norms that unfold when we engage with interactive media forms.

In particular37, I’m proposing that the environmental storytelling toolkit has mileage beyond its current limited use in games studies and game design circles. By expanding our conception of the informational ‘environment’ that participants in interactive digital narratives engage with, it can help us think about how the interaction between navigation and narrative plays out across a range of ‘immersive’ media, and not only in playful contexts38.


Monday, 13 May 2019

RGS-IBG Postgraduate Forum Midterm Conference 2019: Creating Digital Narrative Artworks: An Expanding Geographical Field


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Below is the written version of the paper I presented in the 'Innovative Research Methods' session at the RGS-IBG Postgraduate Forum Midterm Conference on 25th April 2019. Each paragraph in the text corresponds to one slide in the embedded Powerpoint above (you can view the slides separately as a PDF here).
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Today I’m going to discuss the potential of creative and practice-based approaches to researching digital media in cultural geography, specifically how they’re used for storytelling purposes in games and locative media.

I’m going to propose that, through the constantly evolving, problem-solving process of game development, creating a digital narrative as a researcher gives you a clearer understanding of the affordances of the medium’s technologies, discourses and relationships as they come together in practice. In turn, being involved in this design process from the early stages gives you access to aspects of digital media production that are often invisible from widely-used ethnographic methods of observation, participation and interviewing. As I’ll indicate, however, there are still questions about possible barriers to participation for researchers aiming to engage practically with digital media, as well as how to effectively record and manage the ‘data’ produced from this kind of methodology.

So in cultural geography, we’ve seen in the past couple of decades increasing value being attributed to practice-based methodologies as an approach that can ‘get closer’ to the affective, material and embodied qualities of experience, eroding a perceived division between thought and practice. When it comes to the study of media arts, the concern amongst cultural geographers at the turn of the millennium was that the methods of analysis employed by researchers remained largely detached from the processes through which different media are produced and consumed in everyday life.

But to what extent have creative and practice-based approaches been applied to digital media? It’s now widely understood that geographers can practice film-making, photography, and creative writing in response to research questions; yet the idea of a geographer making a game, for instance, would appear to be unusual and much less common. There are many possible reasons for this, which I don’t have time to go through in depth today. But from my experience, I’d suggest that they could include a lack of training opportunities in creative digital skills; a lack of time, resources or funding to learn and use appropriate technologies; perceived barriers to entry, such as the need to know programming languages, which for some projects might actually be necessary; and finally, wider social and cultural attitudes towards digital artforms. For example, many scholars would still dispute the idea of video games being a form of ‘art’, or even worthy of study.

Nonetheless, it’s evident that digital media increasingly provide the platforms through which we not only communicate existing narrative works, such as e-books for text and video streaming websites for film, but also find whole new ways of telling stories. Of these digital narrative forms, video games are by far the most prolific and popular, and their relative cultural, economic and social importance really can’t be understated. 2.3 billion players now spend a total of $137.9 billion US dollars on games globally, which not only eclipses spending on music, film and TV, but is worth double music and film combined.

Cultural geographers have already begun to research video games as a medium with particular spatial characteristics. By attending to the sites at which digital narratives experiences are produced, the study of interfaces and methods of visualisation by the likes of James Ash and Gillian Rose has proved influential in making sense of how their constituent material, bodily and social processes interact.

Nonetheless, there’s a lack of practice-based study in geography of the creative process behind digital artforms, even though this is where many of the relationships that produce distinct narrative experiences are formed – from the development of initial ideas, to testing these ideas, and then onto the final production and feedback. Even where geographers have gained access to earlier stages of video game development such as testing, this has mainly focused on the relationships between game mechanics and physical bodily responses, as opposed to narrative development.

My PhD project is essentially trying to bridge this gap – to find out what geographers can learn from the whole creative process of making a digital narrative game. I’m going to be making a locative treasure-hunting game in my home city of Canterbury, that aims to create a playful platform through which people can both share and discover the stories that make locations in the area meaningful.

As part of this project, I’m having to create some prototypes of initial design ideas I’ve had for my final game. However, the first stage of this process came about much earlier than expected, through an opportunity that fell into my lap before my PhD had even started. I was commissioned by a group of small, independent businesses in Canterbury’s historic Cathedral Quarter to make a digital treasure-hunting game as a one-day event, with aim of drawing people away from the chain stores of the high street into the unique historic environment of the Cathedral Quarter, showcasing what makes it special as a place to visit. In this presentation, I’m going to talk about what I’ve learnt from this prototyping process about the practice-based methods I’m employing for my PhD project, talking through the production of The Timekeeper’s Return from the initial design, to testing, and finally to the eventual release.

From the earliest stages of the design process, making a digital game involves navigating affordances – in other words, understanding what the medium you’re using allows you to do, and working with these ‘limitations’.

No matter what kind of creative project you work on, there will always be limitations in terms of the capacities of the technologies being used, the cultural demands and expectations of the medium, and the resources and skills available to you. The design process is characterised by how you resolve to work within these affordances to produce something that achieves the project’s aims. For researchers, this can teach you a great deal about the kinds of negotiations artists have to make when using a particular medium, and how these relationships can influence the eventual experience people have of a creative work.

For The Timekeeper’s Return, my limitations were that I had to make a treasure-hunting game that was suitable for all ages, drawing attention to what is interesting and unique about the Cathedral Quarter, but also using digital technology in an innovative way. Oh, and this also needed to be affordable!

My solution to this unique set of challenges was twofold. First, I opted to use QR codes as the mediating technology for the event. Not only is this technology affordable to work with and widely accessible, with most smartphones having QR code readers pre-installed or freely available, but it was also novel enough to gain attention as an event. There was something that captured the imagination about the act of decoding – the idea that by engaging with the environment in a critical way we can obtain secret and intimate knowledge about the events that have shaped our enveloping landscapes.

The second design solution was to make the event story-based and immersive, with the treasure-hunting activity based on the premise that participants were helping a time-travelling researcher called Mia Augustina. Using her time machine, the astrolabe, Mia had studied what different sites within the Cathedral Quarter were like in the past, and recorded research diary entries that appeared as QR codes you could scan in the relevant present-day locations. However, the machine had malfunctioned, trapping her in the past, and only by scanning these codes could the machine calibrate itself in time and space, and Mia could return.

As these design ideas progressed, however, I was soon faced with a different kind of limitation – that imposed on me by the independent businesses who commissioned the work, who were keen to see some tangible and material benefit from the event. What really put a spanner in the works was their desire to see participants actually enter their businesses, rather than just engaging with the Cathedral Quarter on a surface level. Suddenly, as a designer I was faced with the task of simultaneously telling a story that engaged with the historic fabric of the city, while also encouraging people to see what the local businesses had to offer.

In this case, my solution was to alter the overarching narrative of the event to make the action of entering the businesses more immersive. Mia Augustina was now a Canterbury local who frequented the businesses in the area, only sharing the knowledge of the places she was travelling to with her friends who work in these businesses. Only by entering them and speaking to their staff could participants get the information they needed to find the QR codes and help Mia return to the present.

This solution turned out to be very effective, as the process of gathering the narrative information from both the ‘historic’ QR code sources, as well as people embedded in the everyday life of the Cathedral Quarter, entwined together the stories of past and present in a way that mirrored the palimpsest of different time periods in the material environment today. Participants indicated that they were provoked by the game to care about previously unknown personal stories that have made the place meaningful over time. But it was only by having to negotiate these different affordances as a designer that I was able to appreciate how different mechanical devices and narrative devices can influence how diverse publics interact with the storied fabric of the city.

After forming the initial designs for a digital narrative project, the next stage of development is iterative testing. This involves judging the viability of your ideas for a full-scale experience, and adapting how they’re implemented according to observations and feedback. From a geographical perspective, testing’s especially important because this is typically the first time that the designs are implemented in their appropriate spatial context. Whether this is a physical location in the case of locative games, or a screened representational world such as a video game, testing allows you to understand how both the game’s mechanics and the content of the narrative change how participants interact with their mediated environment.

During the development of The Timekeeper’s Return, after researching the Cathedral Quarter’s local history extensively, and scouting the area for hiding locations for the QR codes, it was during testing when I got to see how the story I’d written could actually play out in physical space. At first, this simply involved walking the route of the treasure hunt myself, and reading the research diary entries at their appropriate locations. One example was a street called Butchery Lane, where it occurred to me during this initial testing that when you stand in the middle of the street, all the buildings on one side were rebuilt after WW2 bombing, while on the other side everything had survived the war and was hundreds of years old. I realised how powerful this ‘two halves’ visualisation of the street was, and in the eventual text, the character Mia directs participants to do the same thing, visualising in their immediate surroundings how WW2 changed the physical surface of the city. This was a moment that participants told me was particularly eye-opening in changing their perceptions of the area, making the events of the story and the real-life history they represented became that much more tangible.

However, the most important part of the testing process is getting members of the public who have no prior knowledge of the project to take part in early versions. Outside testers help to reveal the inherent biases and blind spots that come with being the creative force behind the project. In one example, my testers had particular trouble with a QR code on Sun Street, which was stuck on a bollard underneath a historic hotel. I was worried that it might be too obvious, but the difficulty players had was that the details they had to notice were quite far from eye level, and also faced the opposite way to the direction they’d arrived from. Of course, there was a balance to be struck too, because it was a treasure hunt – I didn’t want the sticker to be too easy to find, otherwise it would defeat the object of paying close attention to your surroundings. In this case, all that was required was to move the sticker higher up. It seemed like a really small change, but further testing showed that once people spotted the historic hotel, they almost immediately then noticed the sticker, which was no longer so close to the ground.

The other blindspot my testers revealed was just how bad the mobile internet signal is in that part of Canterbury. While the network on my phone was mostly usable in the area, my testers couldn’t connect at all in some locations. But because I’d identified the extent of the problem early enough through testing, I was able to visit many of the local businesses, asking if they’d be willing to open their Wi-Fi for the day, so players could read the QR code texts. This meant that even in the worst mobile internet blackspots, people on the day were still able to continue playing the game.

Ultimately, testing can often teach you more than the final release, as it highlights both the points of attunement and inconsistency in the spatial relationships that are developed through different iterations of the game’s design. It allows you to observe how these relationships manifest physically to change people’s behaviours and experiences, and gather data through feedback questionnaires and interviews.

The final stage of digital narrative development is when the project goes live. From my experience, this is the point when all the challenges that were previously conceptual become logistical. The project typically has to be publicised and marketed, the physical and virtual infrastructure needs to be in place, and people need to be on-hand if and when problems occur.

I found that the process of preparing for my live event taught me a great deal about the materialities involved in running a full-scale locative game. Not only was I responsible for printing the QR code stickers, but I had to decide things like whether to pay extra for waterproof stickers, and how many spare sets of stickers I’d need to carry on the day.

This is also where collaborating with an outside group can really make a difference, as they were able to fund the costs for printing and marketing, and also timed the launch of their new website to coincide with The Timekeeper’s Return. The website ended up providing the virtual infrastructure to host the QR code texts, while also helping to promote the event. I essentially became aware of exactly how all the different components of the event had to fall into place.

But no matter how well you prepare, the live-ness of interactive artforms will always throw up unexpected occurrences, whether the narrative experience takes place in a living physical environment, or an app you’re releasing to the world. This is because the scale of people engaging with the thing you’ve made increases significantly. In The Timekeeper’s Return, we had one unsavoury incident where a group of people were drinking alcohol and swearing loudly in front of children playing the game. When one of my assistants asked them if they could stop, they physically threatened her; and in the end, I had to improvise by taking over her role for 20 minutes while she took a time out. However, serendipity can work the other way too. Even though it wasn’t planned, we discovered that the opening day of a city-wide arts festival happened to be taking place on the same date, which gave us a much bigger audience for our own event. We were also lucky that the weather was stunning on the day, which meant the non-waterproof stickers were fine, and we ended up with over 200 participants in what turned into a very successful event.

What these examples indicate is that being practically involved in running a live digital work gives you access to a wealth of insights into how these kinds of cultural experiences are mediated, because every action you take goes towards trying to make sure the story is told in as smooth and immersive a way as possible. It’s like a duck swimming on water, where you don’t notice how hard their legs are paddling under the surface. But it also shows that if you’re a researcher that only observes the project as a player, or interviews those involved afterwards, then you’ll undoubtedly learn less about the material and social relationships that produce the kinds of experiences you’re studying, however tacit and circumstantial they might be.

So to summarise, what did I learn from The Timekeeper’s Return about practice-based methods for studying digital narratives?

Well, I gained insights into the processes of conceptualisation, negotiation and logistics that go into both designing a digital narrative game, and making it physically happen. Furthermore, this prototype demonstrated that practice-based methods have the potential to advance disciplinary conventions by involving scholars in processes of cultural production that are often invisible to scholars on the receiving end of these works.

I also found that this creative method was effective for engaging wider publics with geographical concepts of place. Not only did the project reach a broader audience than if I’d given a talk on the history of the Cathedral Quarter, for example, but feedback from the testing and final release indicated that participants became newly appreciative of the events and people that have shaped what the city is today.

And lastly, I learnt how the dynamics of collaboration shape the storytelling opportunities you can pursue with a work like this. While they impose limitations on the material and aesthetic qualities of the project, the process of negotiation and compromise was ultimately productive for the game itself, making the experience more engaging by asking players to talk to people who work in the Cathedral Quarter today. Working with partners was also valuable from a research perspective, in terms of understanding the kinds of decisions that shape the way a digital narrative is designed, and providing data that’s recorded in emails and minutes from meetings, for example.

So I’ll finish by briefing explaining what’s next for my research. I’m currently working on the design for my much larger Canterbury-based project that’s comprising the bulk of the PhD, and this currently means making more prototypes to test out my ideas! At the moment I’m putting together a smaller project in the local area, using the autobiographical writing of a local author to encourage people to make their own ‘archives’ of place, using the locative game Geocaching. I’ll then use the feedback from this prototype to inform what I decide to do going forward, and hopefully be in a position to share even more insights about practice-based methodologies in future conferences.