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Full-Text Articles in Art and Design

Pox And The City, Elizabeth S. Goins Sep 2013

Pox And The City, Elizabeth S. Goins

Journal of Interactive Humanities

Pox in the City is a prototype of a social history game that focuses on the medical profession circa 1800 in Edinburgh. The prototype was research, designed and developed on a small budget (about $17,000) and in a short time frame (20 weeks). The experimental design goal was to create a narrative driven educational game that was engaging and delivered some basic educational goals to be used in the high school and college level classrooms. To experiment with writing historic game narrative and to stay within budget, the design was built around a point and click adventure framework. Narrative was …


Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard Sep 2013

Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard

Journal of Interactive Humanities

Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …


Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid Sep 2013

Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid

Journal of Interactive Humanities

While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].


You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins Sep 2013

You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins

Journal of Interactive Humanities

This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …