Abstract
In this paper, the authors present a case study of ‘Sugaropolis’: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time.
Original language | English |
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Number of pages | 16 |
Publication status | Published - Jun 2018 |
Event | British DiGRA 2018: The Medium is the Game - Staffordshire University, Stoke on Trent, United Kingdom Duration: 14 Jun 2018 → 15 Jun 2018 Conference number: 2 |
Conference
Conference | British DiGRA 2018 |
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Country/Territory | United Kingdom |
City | Stoke on Trent |
Period | 14/06/18 → 15/06/18 |
Keywords
- History
- Historical gaming
- Transnational narratives
- Game design
- Practice-research