Showing posts with label environmental storytelling. Show all posts
Showing posts with label environmental storytelling. Show all posts

Monday, 5 June 2023

Designing Place-Based Games (Pervasive Media Studio Lunchtime Talk)


At the end of April, I gave a lunchtime talk at the Pervasive Media Studio, located in Watershed on Bristol's historic harbourside, which hosts a diverse community of artists, academics, technologists and businesses exploring creative technology and experience design.

Since July last year, I have been part of the Pervasive Media Studio community myself, as part of my post-doctoral research role at UWE's Digital Cultures Research Centre. Now thoroughly embedded in the life of the PM Studio, I wanted to use the opportunity of a lunchtime talk to share insights from my creative practice and research into designing games that engage with place.

Not only was the aim to  give some practical tips for those designing (location-based) games, but to provide something thought-provoking or inspirational for those interested in engaging with place across any kind of interactive or digitally-mediated experience.

The Pervasive Media Studio's talks take place every Friday at 1pm, both in the building and streamed live online via YouTube. You can watch the recorded stream of my talk above, which also has BSL interpretation.

           

Monday, 3 April 2023

Interment: making a prize-winning game in 48 hours

For the past five years, I’ve been making games which explore our relationships with the places we live in. These games have all been location-based: taking place outdoors and focusing on interacting with your physical environment. However, until now, I hadn’t been involved in making a fully digital game.

This changed when I learnt about Global Game Jam (GGJ). GGJ is the world’s largest game creation event, bringing together tens of thousands of participants in locations all over the world. Over 48 hours, participants are tasked with creating a game that responds to a central theme revealed when the jam begins. This year, the theme was ‘roots’.

Following the reveal, everybody at the Bristol site where I was participating gathered to form teams. After meeting Grace Ball, a writer who shared my interest in designing a story-rich game, we met Josh Regan, a programmer who would make the interactive parts of our game work. His brother, musician Frank Regan, later joined us to bring our world to life through sound design.

Out of nothing, we had a multi-skilled team of four people who had never worked together before (even the brothers!).

What we ended up with 48 hours later was a narrative puzzle game called Interment.

Interment is about the connection between the stories of our ancestors and the stories we make today.

You play as a contractor for developers who are planning to build houses on an old family graveyard. As part of the planning permission, the graves must be reinterred elsewhere with accurately named headstones. Your job is to match the currently unreadable, crumbling headstones to the correct person using archive material and clues in the graveyard itself.

This archive consists of transcripts of documents belonging to family members buried in the graveyard, including a will, diary entry, death certificate, letters and even song lyrics. In these, you get a fleeting sense of the family members’ lives and relationships.



My role in the team was as a narrative designer and writer, working with Grace to build the fictional world of the game.

The first stage of this process was ideation with the entire team on the first evening of the jam, simply using pen and paper.

Our initial responses to the jam theme led to the idea of an old graveyard with headstones that were barely legible anymore. We talked about making a game that involved uncovering the mysteries behind the graveyard, using historic evidence and the scraps of information you could still glean from the headstones, like motifs, initials, types of stone and objects positioned next to the stones.

In asking the question of what fictional justification there could be for deciphering who was buried in an old graveyard, I came up with the idea that the graves were being re-interred elsewhere. The player needed to work out exactly where each person was buried to ensure they would have accurate headstones in their new resting places.


With this basic idea and some initial character designs, we all got on with our individual tasks. Josh developed the 2D graveyard environment in Unity; Frank worked on musical motifs for each character and the game’s theme music. For Grace and I, the task was fleshing out the game’s characters and their stories.

In most cases, we already had a rough idea of what kinds of stories would be interesting to tell in a family graveyard environment. Our job was to create pieces of archive evidence that communicated these characters’ stories – and indicated which graves they were associated with – in an interesting and evocative way.

As this was a puzzle game, we wanted the player’s discovery of the stories and their associated graves to involve a satisfying degree of thought and interpretation. This meant thinking carefully about the relationship between the fabula (the factual events/details of the story) and the syuzhet (how the narrative information would be represented to, and encountered by, the player).

Our design process involved deciding which bits of information would be shared with the player upfront, which would be subtext (i.e. implied or inferred), which would need deciphering based on several smaller bits of information, and which details would be left to the player’s imagination. We also had to think carefully about what order players would encounter different narrative details.

All these factors influenced the writing we did: the types of documents we created, the writing style and the level of detail contained in each piece of text. For example, because we knew the gameplay would involve interpreting relationships between characters, the archive evidence we created would often tie two or more characters together (e.g. a letter from one character to another, or a document that mentions multiple characters).

We used a shared Google Doc to write and edit the game’s text in tandem and decide on its positioning, as well as pen and paper to sketch out the boundaries, relationships and intricacies of the fictional world. Two sketches in particular were crucial here.

The first was a family tree, to visualise how the characters were related to each other, when they were born and when they died. This was important to ensure we were consistent with all of the dates and names we mentioned in our documents (making a mistake with these details could make the puzzle impossible to solve!).

The second was a sketch map of the graveyard, to show how all the individual narrative details would be portrayed within the game’s environment. This not only helped our programmer Josh to know where each piece of content should appear, but also made it easy for us, as narrative designers, to keep in mind exactly what the player would be seeing and hearing at any point.

By having this at the forefront of our thinking, we could design the game such that players would encounter information in a way that was satisfying for unravelling the mystery of the graveyard.

At the end of the jam, each team presented their game to the other participants and a panel of judges.

To our amazement, Interment won the Bristol jam’s Grand Prize. The judges praised the completeness of the game, how it responded to the jam’s theme and the detail in the game’s design.

We each won a mug labelled ‘Global Games Jam Winner 2023’ and some chocolates.

Having since fixed a few small bugs in the game, we have now released Interment to the public, where you can download and play it for free on Windows and Mac.

It will take most people about 30 minutes to complete.

Overall, we’re really proud of what we were able to make in such a small period of time. We hope the game is both enjoyable and makes players think, reflecting on what it is to have roots in a place and what it means when these roots are severed.



Sunday, 21 March 2021

Making The Gates to Dreamland: Script-writing and Wayfinding

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On 25th September, my new locative audiowalk game The Gates to Dreamland launched to the public. Created as part of the A Different LENS project in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

Set around the boundaries of the Dreamland amusement park in Margate, it tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book – one that would change the study of science forever. It imagines the obstacles he faced, under house arrest with his eyesight and health failing, and the changes in perspective that entailed.

In this series of blog posts, I’m delving into how The Gates to Dreamland was made, discussing how my contribution to A Different LENS came about, how the design of the project evolved, ideas and inspirations, research and planning, writing the script, how I created the audio, and how this project connects to my other work.

More information on how you can try The Gates to Dreamland for yourself is at the bottom of this post.

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One of the overriding resonances I detected in Galileo’s story was the feeling of enclosure and inaccessibility.

Galileo was under house arrest for the duration of his time writing Two New Sciences; an experience of confinement that recent lockdowns have only briefly exposed us to. Losing his sight at the same time ‘confined’ him further, in a different sense; altering his ability to perceive the world beyond him.

Along the route between Dreamland’s gates, I used the words of my script to draw attention to moments of enclosure in the listener’s journey through the physical environment.

At the opening gate, between the metal bars, the sight of Dreamland’s Helter Skelter is visible in the distance. The words from the first scripted diary entry imagine how Galileo’s first action, upon returning to his villa marshalled by armed guards, was to climb straight to the highest window of the house. Here, he gazes upon the familiar view of a tower on a hill (though I do not name this, it would have been the Torre del Gallo in Arcetri), but his sight problems render the view inaccessible.

Here, the listener is invited to draw a connection between the inaccessibility of Dreamland’s landmarks and that of Galileo, in being house-bound and increasingly visually impaired.

The Torre del Gallo in Arcetri, Florence
Dreamland's Helter Skelter

In this early stage of the experience, you walk along a road often busy with car traffic and lined with terraced housing. As you stand beside a seemingly unbreachable metal gate, the words in the audio diary bring attention to these elements of your surroundings that convey a sense of being squeezed in.

This continues as you descend down the hill, still confined by terraced housing but with widening space visible in front, creating the sense of being funnelled down the street towards an opening. At this point in the scripted diary entries, while Galileo is still very aware of the limitations he faces, there is a feeling of progress being made as he begins to chart his plans for writing Two New Sciences.             

As the walker’s perspective briefly widens, another key theme of the work is illuminated: the opportunities for growth, creativity and imagination that restriction can entail.

With the view opening out onto the usually busier area around Dreamland’s car park, Galileo describes the encounters he has with numerous visitors to his home. Vincenzo Viviani, who would become Galileo's student assistant, is highlighted as a key figure; and Galileo describes a clarity and order that emerges from the chaos of his cluttered and busy home life. In an ironic yet symbolic twist of fate, this is the time when Galileo loses his sight completely.

Up to this point in the work, multiple references are made to plants and weeds, which can be seen in many areas around the outskirts of Dreamland.

I was drawn to the image of his garden being gradually being overtaken by weeds as he committed himself to writing his book, while his view outside to the garden would have become increasingly obscured. There is an interesting parallel here between his intellectual growth and his body being overtaken by its own ‘weeds’ mentioned in the scripted diary extracts: his loss of eyesight and worsening arthritis.

A courtyard garden at Galileo's former home in Arcetri, Florence
Weeds near the entrance to Dreamland's car park

Aside from Galileo’s physical condition, the writing of Two New Sciences would certainly have been worrisome endeavour. All of Galileo’s publications had been banned under order of the Catholic Church, and being under house arrest with armed guards lurking meant that anything potentially illicit would have had to be kept very secretive.

Later on in the walk, you navigate a narrow back-street with tall buildings on one side and a high fence on the other; a road apparently used most often for delivering and loading goods. It’s a place evidently not designed for you to dwell in.

Here, the words in the audio diary draw comparisons between this discomfort and compression you feel when physically walking and Galileo’s own anxiety, as he prepares to release his illicit work out into the world.

In the words of the audio, ambiguous references are made to objects like CCTV cameras, back entrances, invisible onlookers and hidden doorways in the audiowalk's Margate locations, which become symbols of these themes of surveillance and secrets, ‘front stage’ and ‘backstage’.

Streetview image of Hall by the Sea Road, Margate

Ultimately, though, Galileo’s story is one of his work transcending the confined spaces and times in which he lived. As a form of epilogue to the events leading to the publication of Two New Sciences, I chose to set a sixth and final scene on Margate beach.

Here, the view over the sea to the horizon, the coastal breeze, sound of road traffic and sensation of sand under your feet are called upon in the script as symbols of this transcendence: the passing of time, movement between distant places, and the power of imagination and motion to connect everything.

Margate beach

These are just some of the intricate, enigmatic connections that the audiowalk’s script draws between the landscapes of Dreamland in the 21st century and Galileo’s life in 17th-century Florence.

Alongside these broader themes of enclosure, inaccessibility, creativity, growth, surveillance, secrets, motion and imagination, there are many other moments when individual details along the route of the walk are called upon to create figurative, symbolic links between events in Galileo’s life and your immediate surroundings.

I won’t name these explicitly as they are designed to be stumbled upon to achieve their effect. But hidden in the script are references to particular signage, graffiti, road markings, security infrastructure, photographs, historic wall lettering, paving, and a familiar Margate sound.

A final feature of the script worth noting is the series of dates associated with the diary entries you find. You’ll notice that no numbered days are given, only named dates such as ‘Ash Wednesday’, ‘Pentecost’ and ‘Epiphany’.

In historic records, none of the events described in Galileo's story have exact dates. Usually only years are given, and occasionally times of year.

This ambiguity gave me the licence to choose dates within a rough timescale that reflect the symbolic significance these events had within Galileo’s life. In particular, these are all important dates on the Christian calendar. This was a nod to the fact that Galileo was a Catholic, who did not see his scientific findings as incompatible with his faith.

I also figured that a 21st-century listener would struggle to form any kind of impression from a specific date like ‘August 12th 1635’, while these holy days still have importance today. More curious listeners might recognise this level of detail in the work and choose to investigate further, also becoming more alert to other subtle, intricate features of the work.

The next post in this series discusses how I narrated the scripted diary entries, recording the audio and editing it to upload to the A Different LENS map.

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How to try The Gates to Dreamland from home

The Gates to Dreamland is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the A Different LENS map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder by finding the rest of Dreamland's gates in person.

However, you can try a version of The Gates to Dreamland for yourself online via PC/Mac (this is the only way to access all six points of the audiowalk without being in Margate).

To do this, visit the A Different LENS map here and find the blue pin titled ‘The Gates to Dreamland’, with ‘1 of 6’ as a subheading (it is the most southerly blue pin in the main cluster). This is the start of the walk, while the pink pins that lead from it show the route you need to follow. Read the introduction and instructions that appear when you click on the pin.

Then, open up the link here in a separate tab. This is the starting point for the walk in Streetview.

Each point of the audiowalk is located by one of Dreamland’s gates. When you reach the next gate on the walk, navigate back to the A Different LENS map and click on the relevant pin to play the audio for that location. Try to stay in Streetview as much as you can on the walk, but there may be times when you need to check that you’re at the correct location by switching to satellite view and comparing with the A Different LENS map.

The walk should take about 30 minutes to complete. Think about the relationships between the words you hear and what you can see in Streetview.

If you do try it and have any feedback you’d be willing to share, do send me an email using the contact information on my About page.


Tuesday, 19 January 2021

Making The Gates to Dreamland: (Dis-)locating a Story

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On 25th September, my new locative audiowalk game The Gates to Dreamland launched to the public. Created as part of the A Different LENS project in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

Set around the boundaries of the Dreamland amusement park in Margate, it tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book – one that would change the study of science forever. It imagines the obstacles he faced, under house arrest with his eyesight and health failing, and the changes in perspective that entailed.

In this series of blog posts, I’m delving into how The Gates to Dreamland was made, discussing how my contribution to A Different LENS came about, how the design of the project evolved, ideas and inspirations, research and planning, writing the script, how I created the audio, and how this project connects to my other work.

More information on how you can try The Gates to Dreamland for yourself is at the bottom of this post.

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With most location-based media, we are used to experiencing content that directly relates to the place we’re in. This is one of the unique qualities of these media – that you can draw on the characteristics of a precise location to tell stories, provoke play, educate, inform and entertain people in an intimate, ‘immersive’ way.

But we can think about these affordances in a different way. Creating an engaging piece of location-based media isn’t just about referring to things you can sense in your surroundings, but the content being enhanced by them in some way.

I asked myself: how can the telling of Galileo’s story be brought to life through the environments of 21st-century Margate?

In answering this question, the key example I turned to for inspiration was a video game called Dear Esther.

In Dear Esther, you navigate the bleak, rugged landscape of a Hebridean island, listening to a man reading letters to his deceased wife, Esther. While some of what you hear seems connected to details found on the island, many of the events described by the unreliable narrator evidently happened elsewhere. Locations such as Wolverhampton, Damascus and the M5 between Exeter and Bristol are named, as well as a host of characters and incidents detached from what you can see and hear in your environment.

Example of dis-locative narration in Dear Esther

It becomes apparent that the island’s landscapes may be as imaginary as they are real; taking on figurative – symbolic and metaphorical – roles in the player’s journey through a story of grief, loss and redemption.

Symbolic landscapes in Dear Esther

With this form of storytelling, it matters less whether you find all the possible connections between your surroundings and the overarching story. What’s most important is that when you do make a connection, your relationship with the storyworld becomes that much more intimate because you’ve made the connection yourself.

The role of a narrator isn’t to guide you but to offer narrative prompts that invite you to uncover this emotional resonance in your surroundings.

I wondered whether Dear Esther’s figurative approach might be similarly effective in a location-based narrative – as a way of connecting distant places and times through symbolism and metaphor, while ensuring that the experience was still embedded in the player’s navigation of their physical surroundings.

It struck me that this approach would be a thematic fit for Dreamland, as a place which pulls on the imagination in both name and practice, despite currently being inaccessible.

But what connection could I draw between Dreamland and the actual events of Galileo’s life?

The answer, appropriately, came in thinking about Galileo’s deteriorating sight. I started to conceptualise his growing blindness as a transition from seeing things literally to only being able to picture them in the mind – a journey towards entering his own ‘Dreamland’.

Coupled with his struggle to overcome the significant personal challenges that writing Two New Sciences presented, this period of Galileo’s life appeared to connect with the notion of ‘dreams’ in more ways than one.

The next challenge would be to determine the specific locations around Dreamland that would feature in my work.

The webapp we used to host and map the projects in A Different LENS, CGeoMap, gave some basic location specifications to work with. I knew that each point had to be at least 40 metres apart. I also knew that I could make certain points invisible on the map until the user reaches the relevant location.

To be sure I’d finish making the audiowalk in time for the project launch, I also knew I wanted to keep the number of points to a maximum of 5 or 6; focusing on making these entries as evocative as possible. Given that my story would be reflecting a series of events in Galileo’s life, it made sense for the points to be linear in their organisation.

The Gates to Dreamland points on the A Different LENS map

After that, the decision on locations was purely a creative one, aside from the usual caveats of the sites being publicly accessible and the walk not being too long.

In thinking about the inaccessibility of Dreamland at the time and the circumstances surrounding Galileo’s house arrest, I was particularly drawn to gates as symbolising some kind of passage or journey, while denying that passage at the same time. They are physical obstacles, yet provoke you to imagine what is beyond them; liminal spaces between here and there, inside and outside, near and far.

Dreamland has two main entrances for visitors: from the car park and from Hall by the Sea Road.

However, a quick search on Google Streetview revealed a few smaller gates dotted around the perimeter of the park. Including the two main entrances, these entrances are labelled as Gates A to E. Conveniently, they are also quite evenly spaced and all separated by gaps of more than 40 metres.

Dreamland's Gate A on Google Streetview

Running with the idea of these five gates being the points for my audiowalk, I then attempted to decipher connections between what could be found at these sites and the events in Galileo’s life during the writing of Two New Sciences.

I created a design document that charted the arc of Galileo’s story, from returning to Florence under house arrest, to the publishing of Two New Sciences. This was divided into five key story beats, which later became six.

In the same document, I then listed all the physical features I could identify at each of Dreamland’s gates and along the routes between them. Due to the pandemic restrictions, I was unable to visit the sites in person, so I relied on close observation of Google Streetview images.

Finally, I attempted to find connections between the beats of Galileo’s story and the physical characteristics I’d noted for each of the sites.

The key to this task was to identify the emotional resonance of the events in Galileo’s life that I’d pinpointed. Once I’d done that, I could think about which details at each site might chime with this ambiance in ways that were compelling and reflective of the wider themes I wanted to explore.

I go into this process in more detail in this series’ next blog post, where I’ll be discussing the process of creating the script for The Gates to Dreamland.

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How to try The Gates to Dreamland from home

The Gates to Dreamland is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the A Different LENS map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder by finding the rest of Dreamland's gates in person.

However, you can try a version of The Gates to Dreamland for yourself online via PC/Mac (this is the only way to access all six points of the audiowalk without being in Margate).

To do this, visit the A Different LENS map here and find the blue pin titled ‘The Gates to Dreamland’, with ‘1 of 6’ as a subheading (it is the most southerly blue pin in the main cluster). This is the start of the walk, while the pink pins that lead from it show the route you need to follow. Read the introduction and instructions that appear when you click on the pin.

Then, open up the link here in a separate tab. This is the starting point for the walk in Streetview.

Each point of the audiowalk is located by one of Dreamland’s gates. When you reach the next gate on the walk, navigate back to the A Different LENS map and click on the relevant pin to play the audio for that location. Try to stay in Streetview as much as you can on the walk, but there may be times when you need to check that you’re at the correct location by switching to satellite view and comparing with the A Different LENS map.

The walk should take about 30 minutes to complete. Think about the relationships between the words you hear and what you can see in Streetview.

If you do try it and have any feedback you’d be willing to share, do send me an email using the contact information on my About page.


Friday, 25 September 2020

Launching Today: The Gates to Dreamland

For the past three months – alongside my PhD fieldwork, various conference and event contributions, and running my location-based storytelling game Canterbury in 3 Words – I’ve been working hard on a brand-new creative project.

Today sees the launch of my locative audiowalk game, The Gates to Dreamland.

Set around the boundaries of the Dreamland amusement park in Margate, The Gates to Dreamland explores how interpreting our surroundings figuratively, through imagination and motion, can connect us to different places, times, stories and circumstances, finding resonance within our own lives.

The walk tells the story of Italian scientist Galileo Galilei’s journey towards publishing his final book: the obstacles he faced, his eyesight and bodily health failing, and the changes in perspective that entailed.

Here’s a short blurb:

It’s 1634, and Italian scientist Galileo Galilei is under house arrest for heresy, after illustrating that the Earth revolves around the Sun. Bodily health and eyesight failing, he must transcend his situation to continue his scientific work. Follow Galileo’s journey as he attempts to write one final book that will change the study of science forever. A journey that will transform his perspective on the world, connecting distant places and times through imagination and motion.

Find echoes of Galileo’s words at the gates to Dreamland. Six lost diary entries that reveal a path forward – a process of overcoming adversity and encountering your surroundings with a different lens. The recordings will appear on the map as you approach the locations of each gate. Your journey begins at Dreamland’s Gate A.

The Gates to Dreamland was made as part of A Different LENS, a collaborative story mapping project set in Margate, Kent. It explores how we overcome challenging events in our lives, through responses by several Kent-based artists to the writing of visually-impaired authors. Material produced by the artists for the map engages with methods of making the inaccessible accessible through creative means. The map can be accessed via mobile – with users navigating its content by walking at the relevant sites in Margate – or via PC for those unable to walk there physically.

A Different LENS has been funded by Arts Council England, Margate NOW 2020 and Kent County Council, and was created in association with Margate Bookie.


Soon, I’ll be posting here about how The Gates to Dreamland was made, delving into how my contribution to A Different LENS came about, the ideas and inspirations behind the design, the process of creating the audiowalk material itself, and how it connects to my other work.

The project is also likely to develop further. Due to time limitations and my other work commitments, I wasn’t able to incorporate music and soundscaping into the audio as I had planned. Eventually, I’m aiming to compose short pieces to complement the spoken words you hear on the walk.

But for now, you can enjoy this first version of The Gates to Dreamland yourself by visiting the A Different LENS map here, on mobile or PC.        

This audiowalk game is primarily designed to be experienced by walking at the relevant sites in Margate. When you load the map on mobile, only the first of my six entries is visible on the map, and you must discover the remainder for yourself by finding the rest of Dreamland’s gates in person.

This way, you can gauge the full extent of connections between the words you hear and what you can sense in person at the locations. The trip would also give you the opportunity to explore Margate further and enjoy the other artists’ contributions to the map for A Different LENS.

When accessing the map via PC, none of the entries are hidden from view. If you navigate to the relevant locations for my walk in Google Streetview, you could explore the relationships between what you hear and what you observe; perhaps even the place where you’re listening from.

But if you’re local, or if there’s a chance you could be in Margate anytime over the coming months, then I would strongly encourage you to experience The Gates to Dreamland in situ and explore the town using the A Different LENS map.

One final thing to mention.

As part of A Different LENS, walking artist and writer Sonia Overall is coordinating a series of Distance Drifts: synchronised walks that take place on Twitter each Sunday at 10am. Using the hashtag #DistanceDrift, Sonia will be posting prompts for playful walking that connect to the different entries on the map for A Different LENS.

You can participate in #DistanceDrift wherever you are, and walk in whatever way is possible for you – indoors, outdoors, on wheels, assisted, etc. If you can, share stories and images of your responses to the prompts using the hashtag.

This Sunday (27th September), #DistanceDrift will include a response to The Gates to Dreamland! It would be wonderful to see some of you there on Twitter.

I must end with a huge thanks to Elspeth (Billie) Penfold for her sterling work in curating A Different LENS and inviting me to participate. It is not an easy job to coordinate between several individual artists, organisations and event organisers, arrange regular group meetings, write (and succeed!) with funding applications, advertise the project, upload and edit creative content, and contribute to the map creatively herself. I’m particularly grateful for her patience as I juggled my contribution with my academic work and other commitments, and her persistent reminders to have fun with the project.

Thanks and congratulations also to the other participating artists for their inspiring contributions and helpful discussion in earlier stages of the project. And of course, we’re all indebted to Arts Council England, Margate NOW 2020, Margate Bookie and Kent County Council for supporting and funding this project.


Wednesday, 24 June 2020

20 Years of Seeing with GPS: Platforming place narratives with location-based games



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The video embedded above is the recorded presentation I gave at the 20 Years of Seeing with GPS symposium, hosted online by the Department of Digital Humanities at Kings College London on 12th June 2020. This event marked the 20-year anniversary of GPS availability in the public realm, asking and reflecting upon how GPS has affected how we see the world.
My presentation discussed the potential of location-based games as platforms for storytelling about place, drawing on findings from testing my own game Canterbury in 3 Words, which I developed as part of my PhD fieldwork. You can read the words from this presentation below.
I’d like to thank Claire Reddleman and Mike Duggan for organising such a thought-provoking and inspiring event, and for persevering with hosting the symposium online in the wake of the Covid-19 pandemic (and despite numerous technical challenges). I'd also like to thank my fellow presenters and those who attended the symposium for being part of such an illuminating, critical and creative discussion around GPS.
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GPS, and the locative media that operate using this technology, are often upheld as an example of how the specificity of place has been re-established in our globalised, ‘digital age’. With the internet’s capacity for information sharing, and mobile devices that let us access and attach information to locations in situ, it’s been suggested that locative media can intensify our relationships with the places we inhabit.

In talking about ways of seeing with GPS, I’m going to talk particularly about seeing playfully, in the form of designing and playing location-based games. I’m going to discuss the possibilities and challenges of these media for re-purposing instrumental applications of GPS towards providing platforms for diverse narratives of place. In the process, I’ll be suggesting that location-based games offer illuminating vantage points for understanding the affordances of locative technologies and platforms, as the practices of playful navigation that players adopt articulate the ways they both enable and inhibit means of attending to place.

I want to begin by highlighting that for as long as GPS has been open for public use, it’s been used for play. The first ever geocache was hidden on May 3rd 2000, the day after selective availability was removed from GPS, which spawned the treasure-hunting game Geocaching that’s now played worldwide by millions of people. Since then, creative practitioners have drawn on the specific attributes of GPS to create ludic experiences centred on various forms of location-awareness. These include games that play with GPS’s accuracy as well as its inconsistencies, its relationships with forms of digital mapping, geo-tagging information shared via the internet, and the pervasiveness of its everyday usage in the Global North.

In doing this, location-based games and other playful applications of GPS have, to varying degrees, re-attuned awareness and reflection on locative technologies and the infrastructures that enable them, at a time when their pervasiveness has arguably made them less visible. At the same time, these media have been harnessed to shift modes of attention towards our surroundings in “sensory-inscribed” ways, as Jason Farman puts it. Examining location-based games can therefore be fruitful for apprehending the dual embodied and representational processes through which locations become meaningful to us, and the technologies with which these experiences unfold.

Traditionally, play has been understood as a sphere separate from everyday life; a magic circle entered voluntarily where special rules apply. Location-based games, however, are an example of pervasive play - one in which the magic circle is expanded to incorporate spaces and times of the everyday. The transformative potential of these games, it’s argued, is in how they draw on the ‘meaningful inefficiencies’ of play rules to cultivate new forms of awareness towards, and interaction with, the places we inhabit and their associated rhythms.

When it comes to the stories of place, we can observe how location-based games build on navigational practices fostered in earlier pervasive media such as audiowalks, which use movement through space as “narrativizing” practice. This close relationship between navigation and narrative can be explored further as locative media draw together different means of accessing and communicating information, which are articulated by the participating user.

My research sought to investigate the potential of location-based games to be both playful and participatory; telling and eliciting stories of places. But rather than approach this question by studying finished works, I wanted to learn about the affordances of these media in practice and in context, where I could access processes and relationships of production that are typically tacit and less visible. Game design in particular is highly iterative as a creative process, as you attempt to configure the contingent ways that people interact with the system you curate. I wanted to figure out what opportunities and challenges would arise in practically making a location-based game focused site-specific storytelling, to better understand how ludic practices of design and play might enable meaningful engagement with place.

I’m going to discuss this research here using the example of making Canterbury in 3 Words, a location-based game I made in my home city of Canterbury using the What3Words geolocation service.

But first, what is What3Words? What3Words is a free-to-use, commercial platform and geolocation system that divides the world into 3-metre squares and gives each one a unique 3-word address. These 3-word addresses never change, and are determined by an algorithm that converts GPS coordinates into the What3Words grid, attaching words from a library of those approved.

The company’s mission is to ‘make everyone, everything and everywhere easy to find’ – the idea being that it’s much easier to communicate location by saying three words than reeling off a list of coordinate digits. This idea came about when a delivery to the company’s founder ended up in completely the wrong location because a driver misheard GPS coordinates being relayed over the phone.

Since being founded in 2013, What3Words has partnered with a growing number of large corporations who make use of their system for purposes such as logistics and automotive navigation. In the UK, the service is often recommended to the public by local emergency services, as a way to quickly and accurately communicate your location in an emergency. Notably, the company has also partnered with postal services in Mongolia and Tonga, where What3Words has become the default addressing system in communities where street addresses never previously existed.

Unsurprisingly, though, this new method of mapping and locating presents a range of potential issues. What3Words is owned and managed as a business. The algorithm used to convert GPS coordinates to 3-word addresses is proprietary rather than open source, and even free users need to agree to a lengthy set of terms and conditions before using it. Individuals or organisations wanting to make high-volume use of their API will have to pay.

The words themselves too can be problematic. Obviously they’ll have pre-existing cultural associations – that’s part of why the system is said to aid communication. Users are aware of this when they spot amusing or opportune combinations of words, and there are whole forums online dedicated to finding these. But you can imagine how certain addresses could take on new significance when attached to culturally or politically sensitive sites.

Language settings are another factor. What3Words is currently available in 44 languages, however the same 3-metre square will have a completely different address in each different language, meaning that there’s no direct way to translate between them.

Lastly, geodetic movement can hinder the accuracy of an addressing system using a static grid. If an object shifts into a neighbouring square following events like earthquakes, it will have an address that bears no similarity to its previous one.

With these caveats in mind, as I was developing my design ideas, I was struck by how evocative the three-word addresses could be, even though their role on the platform itself is very instrumental. Addresses like ‘snows.alarm.builds’ almost seemed to suggest micro-narratives in themselves. Furthermore, as the second address on this slide shows, there were occasionally uncanny moments of synchronicity between the addresses and what could be found physically in the locations. It occurred to me that these combinations of words could potentially be interesting tools or prompts for storytelling.

I was also struck by the company’s aim for What3Words to make things ‘easy to find’. I started thinking about whether being able to find locations easier is actually productive for apprehending them as places. I wanted to explore the potential of geolocative platforms for engaging with place beyond the instrumental purpose finding specific locations.

The idea of a treasure hunt appealed to me as a type of game that both relies on locating, yet typically entails a slower, process of navigation that reconfigures forms of attention with your surroundings. In the process, players adopt a certain critical gaze through which they notice things about their environment that they weren’t previously aware of.

I was particularly inspired by the painted rocks game, which is played in local communities worldwide using Facebook. Players hide rocks they paint themselves in public places, and other players post photos with them to show when they’ve been found and rehidden. What struck me was how embedded it is in the everyday life of local communities, relying both on people coming across the rocks during their everyday activities and when doing their daily browsing on Facebook.

Drawing these ideas together, I devised Canterbury in 3 Words. The game involves sharing stories about places in Canterbury that use all three words of their addresses on What3Words, as well as a photograph clue. Other players can then attempt to find the locations using the information provided and the What3Words app.

The stories are posted on a private Facebook group, with players commenting on the posts when they find the correct 3-word address used in the story – without giving it away.

In November and December last year, I tested this game with 15 local people over a period of three weeks. After monitoring the Facebook group during this time and recording my observations, I then interviewed 7* of these players in the weeks after the test. The findings I’m going to talk about now are all based on this period of my research, though as I’ll explain later, the game has since evolved further.

*(I actually interviewed 8 of these participants; this was a mistake!)

Firstly, I want to talk about the opportunities the game enabled for creativity, discovery and improvisational relationships with Canterbury.

The two stories I’ve shared here were two of the earliest stories shared in the group, and I was surprised by the form they took. The author of the story on the left had decided to write his story as a poem, while the author on the right was inspired to write her story as an example of fantasy fiction.
When interviewing the author of the poem, he highlighted how the requirement of having to include the three words from the What3Words address in his story stimulated his creativity in a way that wouldn’t have happened if he was simply asked to ‘write a story about Canterbury’. The game rules afford him the opportunity to communicate a unique style of place narrative that might not have been shared otherwise.

Meanwhile, the author of the fantasy fiction told me she knew she wanted to write a story about these stone sculptures in the river, but it was the 3-word address that provided the lens through which her place narrative was told. The word ‘ritual’ in particular led her to re-imagine the story behind the sculptures in a way that was able to capture what she understood as the ‘magical’ qualities this place has.

For discovering stories shared in the group, the treasure-hunt format of the game, combined with the small-scale, 3-metre squares of the What3Words grid, made many players newly aware of places they didn’t know existed. I experienced this myself with these two images from stories shared in the Facebook group. I walk past these spots nearly every day in normal circumstances, but until the game test I’d never noticed these particular details. I was then inspired to find out the history behind them, discovering that the ‘Farewell’ plaque, for example, derives from one side of an old city gate demolished in 1833.

Equally, multiple interviewees remarked on how the attention to detail encouraged by this small-scale treasure-hunting gameplay changed how they encountered familiar locations. This participant recounted how, in the process of looking for a story location whose picture clue was a lamppost, he discovered how many different styles of decorative lampposts there are in Canterbury, which he’d never appreciated before. In her discussion of Geocaching, Maja Klausen argues that it through such processes of attunement – a particular ‘player gaze’ combined with the affordances of mediating technologies – that pervasive games can ‘re-enchant’ everyday urban spaces by revealing the affective potential that exists alongside the quotidian.

The performativity of this attunement process became most apparent to me in how individual players would negotiate the game’s affordances creatively by employing tactics. When sharing stories, in their photographs some players would frame their subjects in ways that made the location less obvious by removing contextual cues from the image. Also, if the landmark was covered by multiple squares on the What3Words grid, they’d tend to choose the address with words that were easiest to fit into the story.

When searching for story locations, players would scour the story texts to find words that seemed ‘out of place’ as clues for those that might be in their What3Words addresses. Furthermore, navigating to the story location for many participants involved triangulating between multiple sources of information outside of What3Words and Facebook, including Google searches, satellite view and Streetview on Google Maps, or the more analogue method of asking for help from others more familiar with the city.

All these practices demonstrate how the gameplay mechanics were able to cultivate creative practices of navigation, articulating the affordances of locative technologies and other digital platforms in situ to both engage with and tell stories of places in Canterbury.

Digging deeper into how players used the digital platforms employed for the game, however, the test revealed how What3Words and Facebook could be both enabling and limiting in different ways. Because the stories and records of finding them were all online, many players realised that the game could often be played without having to physically be in Canterbury. For some, this made the game much more accessible, particularly at a busy time not long before Christmas when many had other commitments and the weather wasn’t ideal. However, other participants felt that the game would have more ‘merit’ as a method of engaging with place if players were required to go to the places in person. Some even suggested adding features like GPS tagging to check this.

For the majority of players who did play the game while physically being in Canterbury, the granularity of the What3Words grid was found to be a limitation for both creating stories and finding story locations. As the 3-metre squares cover such a small area, any GPS inaccuracies on their mobile devices meant that the app could give them an address for a neighbouring square, rather than the one where their feature was situated. This happened with the story location shown here, where the landmark in question is actually in the square to the right. When finding story locations, players found that even when they visited the correct locations in person, there was often a slightly frustrating process of tapping on quite a few squares in the vicinity before they could identify the correct one.

The stories themselves and records of finding them were all shared via Facebook, which all the players bar one used before participating. Despite this, many of them expressed their general dislike for the platform in interview, with some citing privacy concerns, and others saying that they now only use Facebook for specific reasons, such as using groups like mine. Indeed, all of the interviewees said that they only accessed the game group directly or after seeing specific notifications for it, rather than seeing the posts when browsing their Timeline.

More functionally, participants felt there were limitations in how Facebook organised information. Posts on Facebook groups are ordered by recent engagement rather than most recently posted, which had the effect of sometimes ‘burying’ newer posts. Furthermore, in the use of Facebook Messenger to check each other’s solutions, messages from other participants would often be hidden in ‘Message Requests’ – essentially a ‘junk folder’ – if they weren’t ‘friends’ with them on the platform.

Overall, then, we can see that the affordances of the digital services employed in the gameplay had both enabling and disabling impacts on the spatiotemporal processes through which the players engaged with places in Canterbury. While some players negotiated these affordances in ways that provoked creative and re-enchanting methods of navigating the city, in other instances these platforms presented barriers to participation that could be frustrating. Particularly with Facebook, it made me question the ethics of using a platform people find troubling despite being widely used.

Before I conclude, I want to highlight one surprising observation from this fieldwork. For the test, I asked players to only write about locations within Canterbury’s city walls, as I felt the whole city was too wide an area for 15-person treasure hunt. I didn’t think much of this, but in interviews players frequently mentioned how grateful they were to know which areas ‘counted’, otherwise the locations could be ‘anywhere’ and would have discouraged them from searching in person. Some even suggested that confining the spaces and times further, perhaps in the form of game events, would have helped make the game a less ‘solitary’ experience, involving communicating in person rather than just through individualised digital devices. These comments indicate a continued importance of boundedness even for pervasive play, which raises some interesting questions about how these media are able to apprehend place expansively in terms of mobilities and trajectories. In the public version of the game, I’m exploring the question further in the creation of live, themed events that seek to develop more mobile and collective methods of interacting with the city using What3Words.

What I hope to have shown in this brief snapshot of my research with Canterbury in 3 Words is how engaging with location-based games can help to apprehend the affordances of locative technologies and platforms for engaging with place. Practices of playful design and play in location-based games entail navigational processes that enact how our relationships with place are formed through articulations of technologies, bodies and social norms. These practices can reorient locative media away from the instrumental purposes of identifying location efficiently, creating opportunities for storytelling and re-enchantment within everyday environments. Yet they come with caveats that raise important questions concerning barriers to access, ethics and the individualism of devices that have wider relevance for understanding what ‘location’ and ‘place’ mean to us in the so-called ‘digital age’.

These are questions that I’m probing further in the public version of Canterbury in 3 Words, which has now been live for over a month. This has involved iterating further on the design of the game, including incorporating live events as part of the gameplay, and further experimentation will be happening over the next few months. The Facebook group currently has 65 members, but it would be great to have more – so if you know anyone who is familiar with Canterbury, do let them know about the game.

Wednesday, 22 April 2020

Introducing Canterbury in 3 Words




For the past seven months or so, I’ve been developing a location-based game as part of my PhD research. Building on early experimentation in the first year of my PhD, as well as The Timekeeper’s Return, the mixed-reality game I created for Canterbury’s Cathedral Quarter in 2018, Canterbury in 3 Words is a digital treasure hunt that challenges you to discover and share stories unique to the city using the What3Words app.

The rule that defines the game is that each story must contain all three words in the What3Words address of the location it’s written about. Other players can then read stories shared on the game’s Facebook group and decipher the locations they describe using their knowledge of Canterbury and the What3Words app, aiming to find as many locations as possible and rise up the leaderboard.

In this post, I’m going to talk about the development of the game thus far: how I arrived at this concept for a location-based game, some of the gameplay features that players can expect, and what all this means for my PhD research.

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To put it concisely, my PhD research looks at the potential of location-based games as platforms for eliciting and telling the stories that make places meaningful.

This research project is practice-based, meaning that I’m employing creative practice – in this case, designing and developing location-based games – as a method through which I get ‘data’ I can use to answer my research questions.

Alongside more conventional research methods such as ethnographic observation and interviews, this allows me to gain insight into the processes of idea generation, initial design, testing, iteration and production that shape location-based gameplay, as well as how players negotiate the architecture of game rules and platforms.

In geography and more broadly across the (digital) humanities, researchers looking at games have been reluctant to engage in game development practices themselves, even though their highly iterative processes have a hugely significant bearing on what kinds of player experiences eventually unfold from games.

While there are many valid reasons for this, it can consequently become difficult for researchers to detect the tacit (yet often highly influential) knowledges that shape how creative works such as games are produced. These can include ideas that were tried but abandoned, gameplay elements that changed over the course of the development, practical constraints that needed to be overcome, and unexpected occurrences or considerations that had to be managed.

Many of these more tacit elements of the design process were encountered on the winding path that led to the current version of Canterbury in 3 Words itself, which was born out of an amalgam of earlier creative experiments. These ranged from very basic game concepts that were never developed any further, to a full prototype that was tested in person by my PhD supervisors.

The useful thing about making games from an academic perspective is that, unlike in a commercial game development environment where there is much more pressure to make something workable sooner, even ideas that end up needing significant refinement or fail to work as intended can provide useful findings for the research.

In fact, it wasn’t until late summer/early autumn last year when the idea of using What3Words addresses to tell stories about places first came to mind.

I already knew a little bit about What3Words and how it works – mostly through news stories about how it had helped the emergency services get to incidents in remote locations. What3Words claim that their service is built to ‘make everyone everything and everywhere easy to find’; the idea being that telling three words to someone is a much more efficient way of communicating location than the strings of digits we use to define GPS coordinates.

But I wanted to find out what critical geographers and cartographers had to say about the implications of this new method of identifying points on the earth’s surface.

As expected, many of the usual caveats of locative technologies had been discussed, such as how the geodetic movement of the earth can affect the accuracy of locative addressing systems over time. Many commentators also raise concern about the implications of an addressing system that is directly tied to corporate interests, when addresses in general are so important to everyday life globally.

From a cultural geography perspective, I’m most interested in the repercussions that associating certain words with certain places might have for how locations are imagined, represented and performed.

We can already see evidence of these kinds of impacts in the ‘gimmicky’ quality of the What3Words addresses. For example, we might chuckle at an opportune placement of words (such as ///best.home.ever, which is apparently a tree in Framingham, Massachusetts), and there are whole forum topics devoted to finding these kinds of addresses on the internet.

You can imagine how the addresses could become problematic, though, when their words become attached to politically or culturally sensitive sites. Yet What3Words continually distance themselves from the notion that the words used in their addresses could possibly ‘mean’ anything other than being signifiers of location.

It occurred to me that using the words from What3Words addresses as tools for storytelling, while adopting the format of a treasure hunt to play with the goal of making things ‘easy to find’, was a neat way to problematise such top-down, instrumental applications of locative technology while providing a fun yet challenging framework for people to tell their own stories of place.

In the way that the addresses themselves would provide the prompts for people to recount their tales, the gameplay demonstrates how the signifiers we attach to locations – and the cultural associations we make with them – are a crucial part of how they become meaningful to us as places.

Once I had settled on how the game was going to work, the next phase of the development was testing it.

Drawing on a wide range of local contacts, I managed to recruit 15 local people to play the game over a period of three weeks in November and December 2019. As well as recording my observations from activity on the game’s Facebook group using a research diary and screenshots, I then interviewed the testers who were actively involved in the game activity.

After transcribing all these interviews, I was left with a lot of text and images from the Facebook group posts, screenshots, research diary entries and interview transcripts to analyse.

Not only did I need to think about the relevance of what I had found from a geographical point of view (in response to my research questions) but I needed to think about how these findings would shape the design of the game going forward.

This segues nicely into talking about the gameplay features, where I can explain some of my design ideas in more detail, my decision-making regarding things that have changed or stayed the same since the test, and the implications for how players engage with places in Canterbury and their stories.

The first thing to note about Canterbury in 3 Words is the area in which the game is played: within the city walls.

As I’ve written on the game’s FAQs:

“The game area needs to be quite clearly defined so that people know which areas ‘count’ when hunting for story locations. Canterbury as a city covers a large area, particularly if you include suburbs, the University of Kent and other outlying areas, and it can become difficult to identify where the city begins and ends, let alone identifying one particular location within it. The city walls are a historic boundary line encircling an area of the city centre that contains a large number of unique and interesting sites, while being fairly easy to navigate. It will typically be the part of Canterbury that people are most familiar with.”

Interestingly, the original decision to set the game within this boundary was a fairly arbitrary one. As the game was only being played by 15 people, it seemed inappropriate and potentially unsatisfying to ask people to search for story locations across the whole administrative area of Canterbury.

Yet it was only when interviewing the game’s testers that I realised just how important this boundedness was for people’s experiences of the game. It prevented them from ever becoming too overwhelmed with possible locations for stories, and meant that they had a clearly defined area they could explore to search for story locations they didn’t immediately recognise.

Of course, once players know to stick within this bounded area of the city, the key activity that defines the gameplay of Canterbury in 3 Words is the sharing and finding of stories about places.

While this task might seem fairly self-explanatory on the surface, the requirement for the stories to include all three words from their locations’ What3Words addresses, and to have a photograph attached to the text, creates some interesting opportunities for creativity and strategy.
                            
If the place in question is covered by multiple What3Words squares, for example, a story author can choose a square with words that are easier, more appropriate or more interesting to fit into their story.

The writer can also be tactical about how they present information in their story text and image. Framing the image of the location in a certain way can make its context more difficult to identify, or ensure that only those with specific knowledge will be able to recognise it. Similarly, the style in which a story is written can make words that might otherwise seem out of place sound natural.

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There are tactics that people searching for the story locations can use too.

When scanning the story text, sometimes a word might strike the reader as being unusual to use in a particular context; as if it has been shoehorned into the story. This might suggest that the word is one of the three from the location’s What3Words address – information that can be particularly useful if you have a rough idea where the location might be. This can make identifying the precise square on What3Words much quicker.

Click to enlarge

Information can also be gleaned from the framing of the story image (you could think about: where is the feature positioned? What kind of material is it made out of? What else is around it?) or the content of the story itself, which might suggest the kinds of activity you could expect in this location.

Once a person has found a story location, they should comment on the original post on the Facebook group to mark their find and share their experiences of finding it. But one question that might come to mind when someone comments on a story: how do you know if that person has actually found the story, or if they are just saying they have?

Well, in the test, the system operated so that once a story location had been found, the finder had to message the story author on Facebook with the appropriate 3-word address to confirm their solution as correct. Once they had received confirmation from the author, they could comment on the post on the Facebook page.

However, the test revealed that there were occasional issues with some participants not responding very quickly, or at all, to participants messaging them with solutions. This was sometimes because the author missed the message (e.g. if it appeared in their ‘Message Requests’ on Facebook, or was buried by other messages); sometimes people’s other commitments were a factor.
     
To minimise the frustration that this kind of delay could cause, I’ve changed the system so that a player can comment on a post as soon as they have worked out the story location.

Given that each story has to include all three words of the location’s What3Words address, it’s very unlikely that a player’s solution would be wrong if they have managed to find three words in a story that match a What3Words address in Canterbury (and if the location makes sense when looking on satellite view/Streetview). So it made sense to give finders the satisfaction of commenting on the post as soon as the solution is identified, and earning their point for the game’s leaderboard.

Now, the responsibility to check a solution is the story author’s. By monitoring activity on their story posts and messaging people who discover the story locations, the gameplay encourages them to take ownership of their stories and take interest in how people respond to them.

This is very similar to Geocaching, where anyone can log a geocache as ‘found’, but the geocache owner will eventually discover from checking the physical logbook in the cache container whether somebody has lied about finding it. It is also the cache owner’s responsibility to maintain their cache.

The evidence from Geocaching suggests that giving players greater responsibility in the running of the game in this way can not only help to organically maintain a high standard of gameplay, but also to create a benevolent community with the shared aim of creating positive experiences for other players.

Speaking of the sociality and community that can develop around location-based games, there is one major change I’ve made to Canterbury in 3 Words since the test: the incorporation of regular community events as part of the gameplay.

The decision to organise community events for the game was partly made after talking to some testers, who despite enjoying the game found that the experience of writing about and searching for story locations could be quite solitary. As the game can be played at any time, there is only a small chance that players would ever encounter each other while taking part, making it difficult to foster any sense of community among participants.

I also was keen for the game to speak more to the ‘live-ness’ of the city – the mobile, fleeting and partial ways in which we encounter different places in Canterbury during our daily lives – rather than players only feeling as if they were interacting with the urban fabric as a series of static locations to find or write about.

As well as being a platform for existing stories, I wanted new stories to emerge as a result of the gameplay; meaningful experiences that players can have as a result of actively taking part.
      
Looking at other location-based games such as Pokémon Go and Ingress, community events have been a successful way of bringing together individual players – many who might have limited time to play during the working week, or who otherwise struggle to meet and play with others – within particular areas to share collective experiences organised around the gameplay.

For the community events in Canterbury in 3 Words, stories will be commissioned around particular themes when the event announcement is made. These stories will then be arranged in a form of treasure trail, for which players will have to work together to find all of the locations. Importantly, story locations for these events will not necessarily be restricted to within the city walls. Rather, the sites will largely depend on what theme is chosen for the event.

Clearly, given the current pandemic situation, these events cannot take place physically at this moment in time. I’m still developing my ideas about exactly how they will work virtually, but I’m currently taking inspiration from Alternate Reality Games and other large-scale, internet-based, collective activities. To some degree, what I eventually end up with will also depend on the content of the commissioned stories themselves.

Regardless of what format they take, I’m hoping that the events will be able to bring to life some of the lesser-known stories that populate the city in a memorable way, encouraging conversation and sociality between players.

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So all that’s really left to announce is the date that people will be able to try the game for themselves.

The public version of Canterbury in 3 Words will be launching on Friday 24th April. Bookmark the links below if you're reading this before then; otherwise follow the links now to join in the fun!

Obviously, spending so much time indoors isn’t exactly how I expected this stage of my PhD fieldwork would go, for both me and those who play the game.

But I’m fortunate that Canterbury in 3 Words lends itself quite well to being played purely on the internet, given the range of online tools players can use to engage with the cityscape remotely such as Google Streetview, satellite view on What3Words/Google Maps, and search engines/image databases. Indeed, these services were used regularly by the game’s testers to play remotely during the cold and wet winter months.

I’m hopeful that those who are familiar with Canterbury will be able to use the game as an opportunity to reconnect with the city at a time when possibilities of travelling to and through it in person are restricted.

If you would like to play the game yourself, or want to share it with someone else, you would be more than welcome. Join the Facebook group here and check out the information website for the game here.