Roleplaying and Rituals For Cultural Heritage-Orientated Games


Champion Erik
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more work needs to be done to create more moving rituals, role enrichment and worldfulness. I will provide examples from The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.

 

Place Space & Monkey Brains: Cognitive Mapping in Games & Other Media


Champion Erik
2005 DiGRA '05 - Proceedings of the 2005 DiGRA International Conference: Changing Views: Worlds in Play

This paper attempts to ground the relationship of architecture to game space, suggest ways in which real world design of places can help the design of game spaces, and distinguish between our experience and recall of episodic space as scene via film and literature, to our experience and recall of sequential and interstitial space in three-dimensional games. The following argument is based on informal feedback of game players, formal observations of navigation in virtual environments, and from discussions with researchers of medical visualization technologies. My hypothesis is that having an ergodically embodied sense of self (such as in computer games) enhances sequential spatial memory over traditional non-ergodic forms of entertainment (such as adventure books with survey maps, or traditional cinematic media). My proposed method of evaluation for analyzing and evaluating spatial cognition in an interactive virtual environment (such as a computer game), is to use brain scanning equipment.

 

Please Biofeed the Zombies: Enhancing the Gameplay and Display of a Horror Game Using Biofeedback


Dekker Andrew Champion Erik
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

This paper describes an investigation into how real-time but low-cost biometric information can be interpreted by computer games to enhance gameplay without fundamentally changing it. We adapted a cheap sensor, (the Lightstone mediation sensor device by Wild Divine), to record and transfer biometric information about the player (via sensors that clip over their fingers) into a commercial game engine, Half-Life 2. During game play, the computer game was dynamically modified by the player's biometric information to increase the cinematically augmented "horror" affordances. These included dynamic changes in the game shaders, screen shake, and the creation of new spawning points for the game's non-playing characters (zombies), all these features were driven by the player's biometric data. To evaluate the usefulness of this biofeedback device, we compared it against a control group of players who also had sensors clipped on their fingers, but for the second group the gameplay was not modified by the biometric information of the players. While the evaluation results indicate biometric data can improve the situated feeling of horror, there are many design issues that will need to be investigated by future research, and the judicious selection of theme and appropriate interaction is vital.

 

Keeping It Reel: Is Machinima A Form Of Art?


Champion Erik
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The grumpy gamers amongst us are still smarting over the important, challenging and frustrating questions made famous by Roger Ebert and Steven Spielberg; whether games could be classed as artworks, as capable of raising nobler emotions, or whether as works of art they could even be uttered in the same breath as cinema or literature. And if games cannot be art, how could machinima stake claims to being a form of art? Not only will I suggest the hackneyed question “but is it art” or “could it be seen as art” is important, I will suggest why this question is of particular interest and relevance to machinima.