Abstract
The article describes the development of an educational game at the University of Salford to facilitate learning and discussion about on a Heritage Site in Manchester: Ordsall Hall. The building has been used as a basis for a series of games about gastronomy, religion, fashion and politics of the respective times with the aim of delivering information in a playful manner. The project investigates of how a popular games engine (UT2004) can be used to create Digital Heritage representations and how features that are popular and well known amongst dedicated gamers can be ported or modified to suit an interactive environment that corresponds to scientific standards. Three games have been developed that differ in regard to "ludicity", seriousness, depth of content implemented, and ease of use. This led to terminological considerations in regard to the notion of "Serious Games" and to a critical analysis of the terminologies used and strategic branding of games as "historic", "big fun", puzzle, "serious", "First Person Shooter" or "Creative".
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Aarseth, E.: Genre trouble: Narrativism and the art of simulation. In: Harrigan, Wardrip-Fruin (ed.) First Person. The MIT Press, Cambridge (2002)
Bertol, D.: Designing Digital Space. In: An Architect‘s Guide to Virtual Reality, New York, p. 88 (1995)
Champion, E.M.: Evaluating Cultural Learning in Virtual Environments. The University of Melbourne (2006)
Caillois, R.: Les jeux et les hommes, Gallimard, Paris (1958)
Campbell, D.: Design in Virtual Environments Using Architectural Metaphor, New York, p. 64 (1995)
Faßler, M., Halbach, W.R.: CyberModerne: Digitale Ferne und die Renaissance der Nahwelt, Munich (1994)
Frasca, G.: Ludology Meets Narratology: Similitude and differences between (video)games and narrative. Parnasso # 3, Helsinki (1999)
Fuchs, M., Eckermann, S.: From “First Person Shooter” to Multi-User Knowledge Spaces. In: Proceedings of the COSIGN 2001 Conference, Amsterdam (2001)
Fuchs, M.: Programme development paper for the new Masters in Creative Games, Salford (2004) (unpublished)
Gombrich, E.H.: Aby Warburg. Eine intellektuelle Biographie. Frankfurt (1981)
Halter, E.: Kriegsspiele. In: KUNSTFORUM International #176. Cologne (2005)
Huizinga, J.: Homo Ludens. Vom Ursprung der Kultur im Spiel. Leiden (1938)
Jenkins, H.: Convergence Culture: Where Old and New Media Collide. New York University Press, New York (2006)
Juul, J.: Half-Real. In: Video Games between Real Rules and Fictional Worlds. MIT Press, Cambridge (2005)
Roeck, B.: Psychohistorie im Zeichen Saturns. Aby Warburgs Denksystem und die moderne Kulturgeschichte. In: Hardtwig, W., Wehler, H.-U. (eds.) Kulturgeschichte Heute (Geschichte und Gesellschaft, Sonderheft 16), Göttingen, pp. 231–254 (1996)
Quillian, R.M.: Semantic Memory. In: Minsky, M. (ed.) Semantic Information Processing. MIT Press, Cambridge (1968)
Wuttke, D. (ed.): Aby M. Warburg. Ausgewählte Schriften und Würdigungen. Baden-Baden (1980)
Yates, F.A.: The Art of Memory. The University of Chicago Press, Chicago (1966)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2011 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Fuchs, M., Leighton, D. (2011). Ordsall Hall in Manchester: A Creative Game for Heritage Studies. In: Ma, M., Fradinho Oliveira, M., Madeiras Pereira, J. (eds) Serious Games Development and Applications. SGDA 2011. Lecture Notes in Computer Science, vol 6944. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-23834-5_13
Download citation
DOI: https://doi.org/10.1007/978-3-642-23834-5_13
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-23833-8
Online ISBN: 978-3-642-23834-5
eBook Packages: Computer ScienceComputer Science (R0)