Real-world museums and libraries often supplement formal education. They have classrooms, teaching resources, and educators. However, while some institutions play a growing role in their community, some are also losing staff and resources. This particularly true for rural libraries. The Stardew Valley Museum and Library can be seen as an
This is a mostly serious and occasionally tongue-in-cheek open response to Kevin Bacon’s (@fauxtoegrafik) thoughtful and honest blog post “Nameless Gameless.” I’m hoping it will spark some open dialogue between a variety of folks interested in cultural heritage and meaningful play (and of course, those tricky games). Bacon, the Digital Development Officer
The following post is a short paper I wrote for a panel discussion on creating game experiences at Civil War historic sites. Our moderator suggested that we share our papers for further discussion and comment before the panel. Please join in the discussion, all comments and concerns are greatly appreciated!
Thanks to the game Babylonian Twins, iPhone and Android users can explore creative renditions of monuments in and near ancient Babylon, including the legendary hanging gardens, the Ishtar gate and processional way, and the ziggurat some believe to be the Biblical Tower of Babel. As players guide the twin princes Nasir and
The premise of the game High Tea is simple: buy opium from Bengal, India, smuggle that opium into Chinese ports and sell it for silver, and use silver to buy tea for Britain. If players, acting as nineteenth-century British merchants, don’t meet the increasing demand for tea, then the mood
Museums are increasingly turning toward alternate reality games (ARGs) as way to engage visitors and draw broader audiences to their collections. If you’re unfamiliar with the term ARG, Wikipedia’s entry provides an adequate working definition: “An alternate reality game (ARG) is an interactive narrative that uses the real world as