Inclusive Game Design (2013 - current)
The project Inclusive Game Design aims to develop a framework for inclusive video game design. In this first attempt we are developing two games for smartphones and tablets that include players with visual impairments. The first game is a point-and-click adventure with audio design and interaction design that will hopefully make it enjoyable for sighted as well as blind players. The second game is a multiplayer platform game where player one gets visual information and player two only gets audio information.
The most important aspect of the project is to make games for all rather than being specifically developed for people with visual impairments. We believe it to be very important to be able to share the gaming experience with your friends and family. During the project we hope to identify key aspects of inclusive game design, to share with the game development community, to encourage more games, targeting a larger audience.
Participants: Henrik Engström, Per Anders Östblad, Jenny Brusk, Linus Nordgren, Arslan Tursic, Ulf Wilhelmsson, Per Backlund
Sketched Character. Anatomy, Physiognomy and Psychology
Sketched Character. Anatomy, Physiognomy and Psychology (2014) is a book that describes how the human body has been illustrated through history, as anonymous anatomy, as example of character and as living and feeling person. The aim is to inspire and problematize around the depicted and mediated human body, with a perspective suitable for both theorists and practitioners. The book's first two parts outline anatomy and physiognomy through a media historical perspective, part three deals with questions around perception and psychology in character design. The book is also the basis for an exhibition taking place at Skövde City Museum in the spring of 2014.
Participant: Lars Vipsjö
A Thematically Exhibition about time in Kristianstad (2013 – current)
A cooperative project with Regionmuseet i Kristianstad, Sweden. The project focuses upon how to engage participants in an exhibition about time. The project looks upon how to create an engaging experience for visitors of the exhibition through a computer game and various technological solutions containing sound and images. The aim is to create an immersive experience wherein the technology and the physical space of the museum creates an enhanced experience for the visitors.
Participants: Anders Sjölin, Marcus Toftedahl, Katrin Dannberg, Torbjörn Svensson, Anders B Jonasson, Ulf Wilhelmsson, Mikael Lebram, Maria Guadalupe Alvarez Diaz
Elin Mysterium. A pervasive game based on transmedial narration (2013 – current)
The use of digital mobile games as a media to awake the fantasy and curiosity of children about a specific subject is the material of this case study. In the game a historical area becomes the game world combining real with imaginary elements. In Elin Mysterium the Central City of Skövde turns into a game board where players organize in brigades searching around streets and buildings for clues and a story to be reconstructed.
Players use technology features such as compass, GPS and camera with an Imagine platform in a mobile terminal as a tool and as a game interface, where the player is a virtual member that participates from the first person perspective and explores the game world moving around.
This game challenges player's knowledge and background in an amusing collective experience. Counting objects, measuring things, reporting patterns, identifying symbols are game elements. Each participant has the opportunity to add in areas they know best as team players.
Transmediation and gamification are studied by taking a closer look to the development process and to the experience of playing the game. A first step to develop an evaluation method for this kind of application based on cultural heritage.
Narrative and game design are based on history using elements of cultural heritage. How the players interpreted history elements through the game story and plot? What is the appraisal that players have about the city legacy as a whole?
The process of creating a narrative in this game is intended to create a representation. A new presentation of what is considered tangible and intangible city heritage. A process took place in the adaptation of historical elements to find equivalent values. Research is oriented to find out if developers succeeded to provide a more meaningful version of Skövde's historia to contemporary audiences.
Over 100 children have experienced Elin Mysterium as an exciting or thrilling game. Families and groups of friends find it fun and enjoyable to wander around Skövde's Center for nearly an hour with the game in the iPad. School groups' teachers recommend including the game in education programs in the areas of Social Orientation and History.
The Legend of Saint Elin
In 2013 Skövde city museum produced an exhibition around the city's patron Saint Elin. In order to attract a younger audience, an animated film was made to promote the exhibition, a film created in a computer game engine, with the aesthetics of a realistic computer game. The film was made by two students at the 1-year master program Media, aesthetics and narration at the University of Skövde.
The film is available here: http://www.youtube.com/watch?v=NLJ-RJOu5G0
The Mediated Moment. Occasional Poetry in Swedish Newspapers 1770-1795 (2012 - )
A project that focuses on what happens when a new media emerges and how old media and medial forms are used and adapted. More specifically, focus lies on the social, political, rhetorical and poetical aspects and use of Occasional Poetry in the Swedish daily press during the late 18th century.
Publications: Tillfällesdikter och politik i Dagligt Allehanda 1770 [Occasional Poetry and Politics in Dagligt Allehanda 1770] in Tidskrift för litteraturvetenskap 2012:2-3.
Participant: Stefan Ekman
Video Games & Fan Fiction (2012 – current)
The project aims to analyze fan fiction and other fan productions, such as fan art and audio-fiction based on video games. The goal is to gain a better understanding of how players interact with game content and game characters. An interesting aspect is to understand what characteristics in games promote users to create fan fiction.
Participants: Stefan Ekman, Jana Rambusch, Anders Sjölin, Tarja Susi, Lars Vipsjö, Ulf Wilhelmsson.
Cultural Heritage and Gaming Technology (2012 - current)
A project about media usage and storytelling with organizations promoting cultural heritage. The goal is to create a meeting ground for the organizations and university students to encourage collaborations that can be a basis for student projects and theses. Our basis is that joint ventures can increase research applications and funding that benefit both parties.
Digital media offers techniques that provide new opportunities for transmediation of cultural heritage, such as digital preservation of sensitive historical objects and of environments. Interactive technology in game development presents new ways of mediating cultural heritage and reaching a new, wider audience.
Participants: Maria Guadalupe Alvarez, Stefan Ekman, Anders Sjölin, Torbjörn Svensson, Marcus Toftedahl, Lars Vipsjö.
Fortress Adventure in Karlsborg (2010 - current)
A cooperative project with the municipality of Karlsborg, Sweden. Experimental transmedial development of an established tourist attraction, analyzing shared narrative using different media. The project mixes the classical guided tour for tourists, with a film and a computer game, where the aim is to create an enhanced visitor experience. Main focus is on experimental transmedial development, with a shared narrative mediated through different media. The project is funded by the municipality of Karlsborg, Sweden.
Participants: Stefan Ekman, Anders Sjölin, Marcus Toftedahl, Niklas Torstensson, Tarja Susi, Lars Vipsjö, Ulf Wilhelmsson, Petri Tuori.