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B8 david moffat_gatheringthevoices

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2014 EVA/Minerva Jerusalem International Conference on Digitisation of Cultural Heritage
http://2014.minervaisrael.org.il
http://www.digital-heritage.org.il

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B8 david moffat_gatheringthevoices

  1. 1. Gathering the Voices, and replaying them in serious games David Moffat Glasgow Caledonian University1 EVA-Minerva Jerusalem, Israel November 2014. 1dm.emogames@gmail.com
  2. 2. Outline Gathering the Voices project 1st serious game — Arrival Why serious games? 2nd serious game – Marion’s Journey Further work
  3. 3. Gathering the Voices project This project has gathered oral testimony from refugees women who sought sanctuary in Scotland to escape the racism of Nazi-dominated Europe. Project led by six volunteers, from the Jewish community in Glasgow, and :- I funded by Heritage Lottery Fund, and other funders I aided by many other volunteers I and professionals offering low rates I faculty and students at Glasgow Caledonian University, particularly our School of Engineering 3 / 19
  4. 4. GtV project outcomes GtV project aims :- I to collect stories of Holocaust survivors in Scotland I to record their audio interviews I to digitise their documents (e.g. citizen’s papers, photos) I to preserve, and make this available via www I to show contributions they have made to society — Dissemination is via the website I http://www.gatheringthevoices.com/ I and a mobile exhibition I to be used in schools and museums 4 / 19
  5. 5. GtV website 5 / 19
  6. 6. GtV website – photos Marion’s passport (aged 14, in 1946) arriving into the UK. 6 / 19
  7. 7. GtV mobile exhibition This can travel to schools in the area. It includes a TV display that can show videos of the game, continuously. 7 / 19
  8. 8. 1st serious game — Arrival We held a Game Jam funded by the German Consulate, who also funded the development of the winning game. This game Arrival shows the experience of a refugee arriving in Glasgow during the war. — Your character has goals to post a letter, meet his sister, buy some lunch, and so on. . . but all without being able to speak English. — The progress is illustrated with original photos of Glasgow in the period. — Game runs on iPhone and iPad. 8 / 19
  9. 9. 1st serious game — Arrival Arriving first at the train station. 9 / 19
  10. 10. 1st serious game — Arrival Check to see what is in bag. 10 / 19
  11. 11. 1st serious game — Arrival Try to find way around city to do tasks. 11 / 19
  12. 12. 1st serious game — Arrival You ask a policeman but you don’t know the English language! 12 / 19
  13. 13. Why serious games? The key to serious games is intrinsic motivation, and interest. Following self-determination theory, we seek to provide :- autonomy so the player feels in control challenge leading to a sense of increasing mastery social interest which may come in through a story We build these into a story-game structure that could go with many other digially captured stories:- I Main story-game giving facts in context I asking player to make key decisions I mini-games to exercise parts of the story I and provide replay value to extend life of the game 13 / 19
  14. 14. 2nd serious game – Marion’s Journey 14 / 19
  15. 15. 2nd serious game – Marion’s Journey - 15 / 19
  16. 16. 2nd serious game – Marion’s Journey – raft 16 / 19
  17. 17. 2nd serious game – Marion’s Journey — Bukhara 17 / 19
  18. 18. 2nd serious game – Marion’s Journey — Bukhara2 18 / 19
  19. 19. Further work Both games are soon to be finished. — Then we shall try them in schools, setting them into a learning / lesson context (history, or religious education, or citizenship classes). — Will the game prove to be fun to play, and support learning effectively? Will it deepen understanding of social issues, and human sympathy? — Is this the way to enliven other kinds of “museum material”? 19 / 19

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