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University of Greenwich

DRHA2014 at University of Greenwich

The Digital Research in the Arts and Humanities (DRHA2014) conference took place between 31st August and 4th September at the University of Greenwich, convivially convened by Anastasios Maragiannis, Academic Portfolio leader in Design and Senior Lecturer in Design Theory & Practice.

Professor Susan Broadhurst, of Brunel University and current chair of the DRHA, informed delegates that the conference, albeit with slight changes to its name to emphasise the centrality of the arts, was in its 29th year. Performance, exhibitions and workshops ran alongside multiple streams of academic papers encompassing a breadth of interdisciplinary arts and design practices from sound to architecture. Reflective of current critical debates in the arts, the themes of space, embodiment, narrative, social media, code, data ethics and geo-political issues, proliferated the critically framed critiques of practice and expositions of theory through practice.

Highlights of the week included the paper, After the Death of Cyberflâneur by Efthymia Kasimati of National Technical University of Athens who presented a revised model for contemplating in the city. Independent scholar Sarah Jaffray’s critical exposition Aesthetic Action: Instagram’s Technogeographies of Resistance considered the changing role of Instagram as social media site from travel mementoes to guerrilla journalism, where meta-tagged images are mobilised for political activism.

Expanded narrative practices featured in themes across the conference. In the inspiring and informative workshop Practice in Writing: A recipe for Creativity and Creative Interpretation, lead by Professor Janis Jefferies of Goldsmiths, University of London and Anastasios Maragiannis, an overview of recent interactive narrative on mobile and tablet platforms framed the creation of Twitter fiction. Participants experimented with chatbots, Siri, rhyming dictionaries, alternating first-person narration and rule based systems amongst other operations of creative play.

Academic papers in narrative practices were given by Daisy Abbott of Glasgow School of Art who considered spectacle and interpretation of National Theatre Live, in her paper “Cut me to pieces”: Shakespeare, fandom and the fractured narrative. Christina Papagiannouli in Etheatre Project: Political Participation in Theatre discussed the form and implications of audience participation – “cyber collaboration”, in her theatrical re-staging of Brecht plays online. In the work of Emma Whittaker and James Brocklehurst of Plymouth University, sci-fi adventure in museums with locative narrative smartphone apps The Lost Index were considered in the context of perceptual illusions in the paper Playing With Perception: Locative Narrative and Sonic Virtual Locations. Laura Carletti of Nottingham University discussed the use of NFC tags with photographic and oral histories of Latin American Communities in the UK in Transmedia Experience Design for Audience Engagement: An Experiment with Near Field Communication.

'So Pleased to Meet You' directed by Jillian Wallis.

‘So Pleased to Meet You’ directed by Jillian Wallis.

Narratives, scripted and promoted through online interactions were the subject of the play So Pleased to Meet You, directed by Jillian Wallis of University of Greenwich and performed by the company Pattern Fight. Existential questions of being, boredom, presence and imagination were comedically posed with stagings of Chatroulette.

Ghislaine Boddington of body>data>space presented Collaborative Share Spaces and Future Digi-bodiments, a historical overview of her curatorial involvement with artists in the field of virtual worlds and telepresence over the past 25 years. The work of contemporary artists such as Joseph Hyde and his work ‘me and my shadow’ demonstrated the reoccurrence of the desire to occupy the apocryphal ‘holodeck’ and encounter teleported people (via data projections) from across the globe. Elena Papadaki discussed the relationships between sites and interactivity in Communicating Technology: Interactive design and interdisciplinary collaboration in the digital arts.


Federico Casalegno, MIT Mobile Experience Lab

While the technologies may be new, the ideas however, are frequently re-workings of artists’ earlier experiments with digital technologies, often prefigured by pre-digital practices in cyclical reoccurrence, as Professor Janis Jefferies rightly seemed to suggest in the panel discussion Research in the Digital Arts – historical perspectives and future innovations. Navigating city spaces was celebrated by Baudelaire, critiqued by Debord, narrativised by Cardiff and played using GPS enabled mobile platforms such as mscapes developed in early 2000’s by Hewlett Packard. Keynote speaker Federico Casalegno, director of MIT’s Mobile Experience Lab discussed Locast, the GPS digital mapping platform, developed in 2004 and since utilised in a number of collaborative projects including Mapping Moby-Dick.

Indy Saha, Google Creative Lab

Keynote speaker, Indy Saha celebrated a series of innovative projects developed by Google Creative Lab including YouTube Space Lab, Google Web Lab, Science Fair and the recent DevArt project aiming to promote artists as coders, currently exhibited as part of the Barbican’s Digital Revolution show. While the DevArt projects, such as Zac Lieberman’s ‘Play the world’, a keyboard that accesses live broadcast radio, are genuinely exciting, an acknowledgement of the historical precedence of artist as coders since the 1960s and previous innovation by research groups such as i-DAT would have been welcomed.

In Ghislaine Boddington’s concluding remarks of the conference she recounted that her fellow curators in East Asia require digital art to be at least as innovative and engaging as the digital environment that their audiences daily inhabit and urged that digital artists everywhere take up this challenge.

The peer reviewed DRHA2014 Book of Abstracts: Communicating futures: Connecting Interdisciplinary practices in arts/culture, academia and the creative industries, edited by Anastasios Maragiannis is available as a PDF and in print from 

The new edition of Multidisciplinary Design Practices by Anastasios Maragiannis is now available. 

DRHA 2015 will be hosted by Dublin City University 6-9th September.


Bespoke immersive storyworlds that are experienced in real-world locations using a mobile phone and your imagination.

Trulyimagined create immersive storyworlds that participants can step inside. These bespoke virtual locations are experienced within public buildings or outside in gardens, parks and urban spaces, using participants’ own smartphones to affect perceptual illusions and stimulate the imagination.

  • narrative to create immersive experiences
  • game mechanisms to produce engaging interaction
  • spatial sound to create illusions and simulate virtual locations

Trulyimagined  work with heritage sites, museums and commercial enterprises to develop new ways to engage audiences, creating immersive narrative experiences that inspire and inform. We welcome commissions from historical sites, museums, theatres, public spaces and the commercial sector. We also develop academic research projects.


Emma Whittaker: emma.whittaker [at]

James Brocklehurst: james.brocklehurst [at]

Discount for Publish! New adventures in innovation
Tuesday 24 September 2013 at St Brides, London

Media Futures offers you a 20% discount on early booking tickets for its Publish! New adventures in innovation a day of discussion and demonstration that showcases cutting edge prototypes in a changing book publishing industry. Publish! offers you a chance to take part in a significant debate, interact with the creators of some the latest experiments in the field, and meet potential collaborators.

Speakers include: Diana Stepner, Head of Future Technologies, Pearson; Fionnuala Duggan, Managing Director for International, CourseSmart; James Huggins, Chief Executive, Me Books; Bill Thompson, Head of Partnership Development, BBC Archives; George Walkley, Head of Digital, Hachette UK; and Clare Reddington, REACT Hub and director of iShed and The Pervasive Media Studio.

Early booking ends when tickets are sold out, or by Wednesday 18 September, and go up from £75 to £100 (individual) and £125 to £175 (corporate).

Use this discount code by Sunday 15 September: PublishDisc20

For further information and to book, please visit:

Expanded Narrative Symposium

Image by James Brocklehurst ‘Expanded Narrative Symposium’

Date of Symposium:

2 November 2013

Additional Symposium Events and Performances:

1 – 2 November


The Expanded Narrative Symposium explores the multidisciplinary field of interactive narrative that reconfigures the form and expands the experience of storytelling. The reader, relocated, becomes a player, co-author or participant. How can we design, develop and experience locative sound, participatory theatre, pervasive and mobile games, flash fiction and works yet to be defined? Through the consideration of these questions, the symposium aims to promote knowledge exchange and collaboration between practitioners from the arts, academia and the creative industries.

The symposium’s interconnected themes of story, sound, performance, games and space reflect the interdisciplinary nature of Expanded Narrative, examined by leading names.

Find out more on the symposium webpage

Book Here

The symposium is supported by the EU project VIVID in conjunction with the School of Art & Design Southampton Solent University, LiteratureWorks, Peninsula Arts, Plymouth University Faculty of Arts Teaching & Learning, The School of Art and Media, MADr and The School of Humanities and Performing Arts.

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ICIDS 2012

Call for Papers ICIDS 2012

“ICIDS is the premier international conference on Interactive Digital Storytelling (IDS), bringing together researchers interested in presenting recent results, sharing novel techniques, and exchanging ideas about this exciting new media. IDS redefines the narrative experience by empowering the audience to significantly participate in the story due to advances in technology. [Continue Reading…]

In this interview Oliver Schneider describes his research and approaches to interactive storytelling, with particular reference to its uses within higher education as a method for learning and teaching across subject areas.


Expanded Narrative is an online resource for practitioners, educators and researchers. It is concerned with interactive narrative and storytelling in its multifarious forms from locative media and sound to experimental performance and games.

Expanded Narrative – Videos, offers an evolving directory of interviews that discuss work, approaches and methods with practitioners and experts in the field. Links are provided to examples of work, related information and articles.

Expanded Narrative – Educational resources, offers materials to for lecturers, predominately in higher education, for integrating locative narrative into the arts curriculum. The resources are made available under the Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License.

Expanded Narrative – News, highlights forthcoming international conferences and events and offers reviews of recent publications and events .

City Centered A Festival of Locative Media and Urban Community

June 11 -13 2010 (workshops June 19) hosted by KQED, San Francisco.

Photo by E. Whittaker KQED 2601 Mariposa St San Francisco, CA 94110

Photo by E. Whittaker: The City Centred Festival of Locative Media and Urban Community at KQED, San Francisco

The City Centred Festival of Locative Media and Urban Community brought together a broad range of practices from artists, researchers, urban planners, community organisers, educators and computer programmers. The Festival began with a symposium over two days, followed by an art walk and hands-on workshops the following weekend.

Krissy Clark ‘Block of Time , O’ Farrell Street (2010), San Francisco

Held at KQED, the San Franciscan based Northern California Public Broadcasting organisation, the programme was divided into two areas ‘Sensing the City – Data Visualization and Urban Life’ and ‘Location, Politics, and Community’. Here the sense of an overarching rationale ended. The disparity of the intensely localised focus on the Tenderloin district of San Francisco, that included consideration of topography, demographics, noise levels of specific streets, to the wide ranging debates of cities and media more generally, may have left the audience wondering about the intention of the symposium. But, it was this very layering of modes of delivery, from performance poetry, bar graphs and newsreel footage, that created the convergence/divergence of ideas, from which came an emergent narrative.

The diversity of speakers were differentiated not only by the specialism of their practice, but by their tone. The impassioned evangelising of localised public services and the role of storytelling, delivered by Willa Seldon (CEO, Glide Foundation and Chair of the Board of Directors of KQED) was preceded by the keynote speaker Joel Slayton’s theoretical play with the notion of the physical and the virtual path, entitled The Nature of Path/Minimal Dislocation.

TenderVoice, created by a team led by Jake Levitas & Mayra Madriz, is an interactive web based application that uses a simple game format to link sound clips of voices from the community with specific services and resources available in at locations on a map of the Tenderloin. With a key presence at the Tenderloin Tech Lab, a facility specialising in adult computer and employment skills training, the project aims to raise awareness of local facilities. This project has a clear functional aim, underpinned by a strong ideological focus on social justice. The interface is clear and intuitive and importantly the application has an option to access the community information without the game, which would have limited playability after initial use. The presentation of the project described the application, that is a worthy endeavour, but it was unclear why it was jointly sponsored by the Grey Area Foundation For the Arts, or presented as art and included in the ‘Art Walk’.

The sister project of TenderVoiceTenderNoise was created by ARUPMovity & Stamen Design, a project that collected sound data from locations within the Tenderloin district. The website produces a visual interpretation of the sound as a colour coded time line, plotting the decibels over a few days. Simultaneously animated bursts of colour appear over the Tenderloin map that correlate with the timeline. The website declares that the data is available for any interested parties from city planners to residents but direct application of the data is not suggested. The website exists as beautifully designed information graphics, and as a document, whose purpose is not fixed.

Stamen Design‘s Ben Cerveny‘s presentation stood out, as it moved from the descriptive, of the Tendervoice/Tendernoise projects, to an articulate discussion of the perspectives from which the city may be analysed. Cerveny considered the qualitative value of sound in the city, identifying the interplay between hypermediated subjectivity of a multitude of voices and the collection of abstract mediated data. Cerveny offered a model for relating the individual to the abstract by asking what affordances we are giving the city.

Brooke Singer of Preemptive Media, the critically engaged artist activist group, discussed technology enabled projects that alert the public to a range of social ills. ‘AIR’ Area’s Immediate Reading 2006 used portable air quality measurement kits to monitor various air pollutants in Lower Manhattan and involved the community in the visualisation of the data. Zapped! 2005 alerted the public to potential confidentiality infringement posed by RFID tags. In a recent project Superfund 365 Singer visited and recorded sites across America that have ‘Superfund’ status – sites that have been deemed hazardous waste sites and attract funding for their clean-up. The accompanying website Superfund 365 collates data concerning the selected 365 sites and reveals that the status of these sites are often unknown to the public and whose locations are as diverse a supermarket car park to popular beauty spots.

Although not discussed within the presentation, Singer’s work falls clearly within the tradition of politically motivated art that seeks to subvert the status quo, stimulate debate and potentially provoke social and political change. Often the means used to produce the work are the media associated with its target: advertising techniques; ‘official’ websites; physical re-enactment; re-purposed technology. The work often has the aesthetic of the ‘pseudo official’ and so satirises the notion of legitimation and implicit power structures. AdbustersRecodeGuerrilla Girls and the historical legacy of Dada and John Heartfield form the context of Singer’s work.

Paula Levine describes her work Transposing Spaces as “transposing events of one place over another”. This deceptively simple device of overlaying the places, events and stories from the West Bank in Israel over the top of the map of San Francisco creates a powerful connection between geographically and politically disparate places. Levine cites Sontag’s notion of images as bridges to empathy, the impact of which was explored with students at San Francisco State University, as they overlaid the West Bank Wall onto the map of San Francisco and charted the effect the wall would have on their own lives.

Catherine Herdlick‘s presentation entitled Rediscovering Cities Through Play, also transforms perceptions of the city with a dynamically different approach. Involving participants in collaborative forms of play, the city becomes a giant playground and setting for a number of games. The Come Out and Play Festival began in 2005 by Herdlick and colleagues and involves,

“…street games, pervasive games, new urban games, big games, locative games, location-aware games, location-based games, gps games, flash mob games, augmented reality games, scavenger hunts, art-sports, and even LARPs…”

The games in the Come Out and Play Festival take diverse forms, from the politically motivated spray chalk game with the purpose of drawing attention to possible cycle lanes, to narrative, puzzle, adventure or historical games.

The Come Out and Play Festival has an international following, inspiring many similar events including London’s Hide & Seek Festival. Interactive and location based games have long fallen within the territory of UK based artist group Blast Theory.

Day three of the City Centered A Festival of Locative Media and Urban Community invited participants to an Art Walk, ten projects sited within the Tenderloin district of San Francisco. Block of Time: O’Farrell Street by Krissy Clark stood out as a resolved work that immersed the participant and was specific to the site within the Tenderloin district.


Telephone numbers were placed on the floor every few feet along O’Farrell Street, simply signposted by a balloon. Approaching the balloons in any order, participants were invited to use their mobile phones to ring the numbers. The answering voice (a voice mail box recording) was of a contemporary or previous resident of O’Farrell Street. The voices, actual residents or re-enacted voices of previous residents, spoke about themselves and their connection with the point on O’Farrell Street, on which you were standing. The tales were sometimes shocking, others sad, amusing or revealing of how their lives and the geography of the street had evolved. O’Farrell Street had many identities in the last hundred and fifty years and was once close to the sea.

As if in personal conversation, sounds from the street blended with the recorded voices, merging the past with the present. Standing in front of modern offices and parking, a house that once stood there is described. The voice is the reminiscences of a Victorian woman as she recalls her family home. Small details, such as the thickness of the carpet, evoke an O’Farrell Street of the past, in the imagination of the listener.

The soundscape as immersive site-specific experience has been frequently used by artists over the last twenty years and is increasingly adopted by arts and heritage industries. The use of mobile phones makes artwork increasingly accessible without the need for specialist hardware and provides the possibility of experimental and non-linear narrative.

SENSEable Cities: Exploring Urban Futures is an exhibition of projects by MIT SENSEable Cities Lab, at the Grey Area Foundation for the Arts, located within the Tenderloin. This polished exhibition utilises the white cube aesthetic to display a large selection of innovative technology driven projects from MIT ‘s SENSEable Cities Lab.

Eloquent solutions to issues within urban planning, collection of data via mobile technologies and green transport are amongst the many projects. Presented as a series of short information videos with accompanying information, as seen on the SENSEable Cities website. Predominately a technology and design retrospective of the successful research department, there are moments of poetic beauty, as in the work entitled Flyfire 2010.“The Flyfire project sets out to explore the capabilities of this display system by using a large number of self-organizing micro helicopters. Each helicopter contains small LEDs and acts as a smart pixel. Through precisely controlled movements, the helicopters perform elaborate and synchronized motions and form an elastic display surface for any desired scenario.”

“The Flyfire project sets out to explore the capabilities of this display system by using a large number of self-organizing micro helicopters. Each helicopter contains small LEDs and acts as a smart pixel. Through precisely controlled movements, the helicopters perform elaborate and synchronized motions and form an elastic display surface for any desired scenario.”

Closely reminiscent of James Whitney‘s painstakingly produced kaleidoscopic animations from 1960’s, Flyfire captivates the imagination, the fantastical notion of tiny robotic helicopters producing a tinker-bell-like light display. The video is an animated imagining of the project, and as such, it evokes a romanticism, a level of engagement that the clever realisations of more functional projects do not reach.

Locative media, as a term, is often used to refer to the use of digital technologies that utilise the specific geographical location of an individual or object to collect or deliver information, for example, GPS, mobile phones, RFID etc. The festival provided a lexicon of possible interpretations of locative media that included art work made to be seen in, or as part of a specific location (site specific art), services that are specific to the local inhabitants, location specific data collection, citizen journalism, location specific digital storytelling, location specific political activism, location inspired poetry…

While a coherent theoretical underpinning did not unify the festival, the diversity of projects and scope, ambition and passion of the organisers Elizabeth GoodmanKari GrayMolly HankwitzPaula LevineJosette MelchorLeslie Rule and contributors, warmly welcomed the audience in an ongoing and emerging debate.