Abstract
This short work-in-progress paper reports on our ongoing efforts to build a suite of location-based augmented-reality games for a new type of engagement with cultural heritage. Rather than being strongly historical, our games are based on original as well as adapted literary content of particular relevance to the chosen sites. The paper reports on our game mechanics and narrative techniques and discusses the applicability of the approach to other sites and to more historical content.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Ballagas, R., Kuntze, A., Walz, S.P.: Gaming tourism: lessons from evaluating REXplorer, a pervasive game for tourists. In: Indulska, J., Patterson, D.J., Rodden, T., Ott, M. (eds.) Pervasive 2008. LNCS, vol. 5013, pp. 244–261. Springer, Heidelberg (2008)
Botting, F.: Gothic. Routledge (1996)
Carrigy, T., Naliuka, K., Paterson, N., Haahr, M.: Design and evaluation of player experience of a location-based mobile game. In: Proceedings of the 6th Nordic Conference on Human-Computer Interaction (NordiCHI 2010), pp. 92–101 (2010)
Dow, S., Lee, J., Oezbek, C., MacIntyre, B., Bolter, J., Gandy, M.: Exploring spatial narratives and mixed reality experiences in oakland cemetery. In: Proceedings of ACE, pp. 51–60. ACM (2005)
Farman, J.: The Mobile Story: Narrative Practices with Locative Technologies. Routledge (2013)
Kretschmer, U., Coors, V., Spierling, U., Grasbon, D., Schneider, K., Rojas, I., Malaka, R.: Meeting the spirit of history. In: Proceedings of VAST, pp. 1410–1452 (2001)
Montola, M., Stenros, J., Waern, A.: Pervasive Games: Theory and Design. Morgan Kauffman (2009)
Naliuka, K., Carrigy, T., Paterson, N., Haahr, M.: A narrative architecture for story-driven location-based mobile games. In: Luo, X., Cao, Y., Yang, B., Liu, J., Ye, F. (eds.) ICWL 2010 Workshops. LNCS, vol. 6537, pp. 11–20. Springer, Heidelberg (2011)
Nisi, V., Oakley, I., Haahr, M.: Location-aware multimedia stories: turning spaces into places. In: Proceedings of ARTECH, pp. 72–93 (2008)
Paterson, N., Kearney, G., Naliuka, K., Carrigy, T., Haahr, M., Conway, F.: Viking ghost hunt: Creating engaging sound design for location-aware applications. International Journal of Arts and Technology 6(1), 61–82 (2013). inderscience
Paterson, N., Naliuka, K., Jensen, S.K., Carrigy, T., Haahr, M., Conway, F.: Design, implementation and evaluation of audio for a location based augmented reality game. In: Proceedings of Fun and Games, pp. 149–156. ACM (2010)
Reid, J.: Design for coincidence: incorporating real-world artifacts in location-based games. In: Proceedings of DIMEA, pp. 18–25. ACM (2008)
Wilken, R.: Locative media: From specialized preoccupation to mainstream fascination. Convergence 18(3), 243–247 (2012)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Haahr, M. (2015). Literary Play: Locative Game Mechanics and Narrative Techniques for Cultural Heritage. In: Göbel, S., Ma, M., Baalsrud Hauge, J., Oliveira, M., Wiemeyer, J., Wendel, V. (eds) Serious Games. JCSG 2015. Lecture Notes in Computer Science(), vol 9090. Springer, Cham. https://doi.org/10.1007/978-3-319-19126-3_10
Download citation
DOI: https://doi.org/10.1007/978-3-319-19126-3_10
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-19125-6
Online ISBN: 978-3-319-19126-3
eBook Packages: Computer ScienceComputer Science (R0)