Ghosts in the Garden
Locative Gameplay and Historical Interpretation From Below
Bibliographic Data
| ID | 5701233 |
|---|---|
| Authors | Steve Poole (University of the West of England, corresponding author) |
| Year | 2018 |
| Volume | 24 |
| Issue | 3 |
| Pages | 300-314 |
| Publication date | 2018-03-16 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | International Journal of Heritage Studies (JOURNAL) |
| Journal identifiers | ISSN: 1352-7258 • E-ISSN: 1470-3610 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/13527258.2017.1347887 |
| OpenAlex | W2727424654 |
| Language | EN |
| Citations received | 12 |
| References cited | 20 |
The heritage industry now makes extensive use of digital audioguides and similar interpretation tools to reach new audiences but many remain rooted in authoritative and didactic conservatism. This paper critically evaluates the state of play in the field, from downloadable audio tours and apps, through more complex engagements with theatrically enhanced and affective simulation, to attempts at fuller dialogic visitor participation and the use of gps or RFID-triggered game mechanics. While ‘armchair’ and home screen-based game and interpretation models are addressed, particular attention is paid to the use of mobile and locative design, where embodiment in place is privileged over less associative or remote experience. The paper takes a research project led by the author as a case study. Ghosts in the Garden was conceived in collaboration with a museum and an experience design SME to test the potential of immersive, affective real world games on public understandings of history. It sought to engage visitors with researched history from below by using a pervasive media soundscape, the ‘ghosts’ of past visitors and a ‘choose-your-own-adventure’ game mechanic in which outcomes are variable, visitor agency is retained and a more radical model of historical knowledge suggested
Adventure · Aesthetics · Art · Dialogic · Game design · Linguistics · Locative case · Multimedia · Social science · Sociology · Soundscape · Visitor pattern · Visual arts · 3D Surveying and Cultural Heritage · Computer Science · Digital Games and Media · Museums and Cultural Heritage
Museum ExplorAR
A virtual diorama. Mapping archives in situ at places of cultural significance
History education done different
The Enchantment of the Archaeological Record
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games
Heritage Sites and Video Games
Digital storytelling for emotional engagement in museums
Assembling Arosenius - staging a digital archive
Digital surrogacy
Storying wild landscapes
The practice and potential of heritage emotion research
Making virtual reconstructions part of the visit
Visuality and Its Affects
Gaming the Past
Consuming History
Gaming history
History's affective turn
Counter-narratives of slavery in the Deep South
New Media, Cultural Heritage and the Sense of Place
Otherness of Place
Framing theory
From analogue to digital and back again
Learning cultural heritage by serious games
What Do Students Learn When Collaboratively Using A Computer Game in the Study of Historical Disease Epidemics, and Why
Strategic Simulations and Our Past
| Unique citing works | 12 |
|---|---|
| Citations per year | 0,21 |
| Citation span | 1970 - 2026 (57) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 10 |