THE BRITISH LIBRARY

Digital scholarship blog

65 posts categorized "Games"

22 July 2021

Building the New Media Writing Prize Special Collection

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The New Media Writing Prize is awarded annually to interactive works that use technology and digital tools in exciting and innovative ways. Organised by Bournemouth University, the prize is now in its 12th year and open for entries until 26th November 2021.

Banner saying "Innovative, Immersive, Interactive. The 2021 New Media Writing Prize is open for entries. Find out more.
The homepage banner on the New Media Writing Prize website

The British Library hosted a Digital Conversations event to celebrate the 10th anniversary of the prize in 2019 and as part of our work on collecting and preserving emerging formats, last year we started building a special collection to archive all shortlisted and winning entries to the prize in the UK Web Archive. At the moment of writing, the collection stands at 226 websites, including not only all the works that were web-based and live at the moment of collection, but blog posts, press kits, online reviews and author’s websites as well. This kind of contextual information (like the data recorded on the ELMCIP Knowledge Base website) is especially valuable in those instances where the work itself couldn’t be captured, due to the limitations of web archiving tools, or the fact that it had already disappeared from the Internet. More information on how the collection was conceived and developed is available in the Collection Scoping Document on the British Library Research Repository.

In order to improve access to the collection and assure quality for the websites we captured, a PhD placement project started at the beginning of this June. Tegan Pyke, from Cardiff Metropolitan University, is working on the collection to identify best captures for each of these works and is also developing a creative response to the collection.

Tegan writes:

From the New Media Writing Prize shortlists, a total of 78 works have been captured, with each work averaging 13 instances to compare and contrast. Each instance represents a web crawl undertaken by the team from the Emerging Formats project.

Screen capture of UKWA search results
A screenshot showing the instances collected for Serge Bouchardon’s 2011 Main Prize winning piece, "Loss of Grasp".

One of the most difficult aspects of this work has been deciding what, exactly, constitutes an ‘acceptable’ capture. By nature digital works are highly complex—featuring audio, visual, and kinetic assets—and using bespoke platforms, formats, and code. These attributes are heightened by the speed at which technology changes; what was acceptable a decade ago may be entirely defunct today, as is the case with Adobe removing their Flash Player support.

After an initial overview of the collection, I came to the conclusion that a strict set of criteria wouldn’t be appropriate. Nor would the capture of all aspects of a work, as many—such as Amira Hanafi’s What I’m Wearing and J R Carpenter’s The Gathering Cloud—make use of external links or externally hosted image and video files. If these lie outside the UK Legal Deposit’s scope, capturing them in their entirety becomes more difficult and sometimes impossible.

Instead, I decided to focus on narrative, asking three questions as I approached each instance: 

  • Can viewers complete the narrative? 
  • Does the theme remain understable?
  • Is the atmosphere (the overall mood of the piece) intact?

If an instance fulfils these questions, it’s acceptable, with the most complete of those captures being identified as suitable for display in the archive.

At this point, I’m half-way through comparing instances for the collection. Of the pieces captured, just less than half meet the criteria above. Out of these, most can be improved by additional crawls that capture the missing assets. Those that cannot be improved have, for the most part, been affected by software deprecation or EOL (end-of-life), where support has been completely removed.

I’m aiming to finish my review of the collection over the next couple of months, at which point I hope to provide further insight into the process. I’ve also started a collaboration with the BL's Wikimedian-in-Residence, Lucy Hinnie, to plan a Wikidata project related to the collection aiming to make use of contextual data points collected during its creation—I’m sure you’ll read about this work here soon!

This post is by Giulia Carla Rossi, Curator of Digital Publications on twitter as @giugimonogatari and Tegan Pyke, a PhD student at Cardiff Metropolitan University currently undertaking a placement in Contemporary British Published Collections at the British Library.

18 June 2021

The VHS Tapes: Preserving Emerging Formats at the British Library

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Researching how to collect, curate and preserve emerging formats is important work for us in the Library. Fortunately we aren't alone in our quest to understand how to manage born digital collections, we are active members of organisations such as the Digital Preservation Coalition and the Videogame Heritage Society, which are excellent networks and forums for us to share and learn from fellow GLAM professionals working in this area.

The Videogame Heritage Society (VHS) is a subject specialist network for digital game preservation, led by the National Videogame Museum (NVM), based in Sheffield. They provide advocacy, support and expertise on the preservation of digital games and digital game culture through a network of museums, heritage institutions, developers, publishers, private collectors and anyone with an interest in videogame history.

The VHS launch event on 21 February 2020 was one of the last physical events I attended before the first Covid-19 lockdown started. Due to the global pandemic, the NVM had to completely re-think how to deliver their programme of planned VHS events, and this has produced a new series of online events called VHS Tapes, which started in February 2021.

At these events, VHS lead Mikey, has been in conversation with members of the VHS community regarding the many issues surrounding digital game preservation, exhibition, and collection. Recordings of these can be found on the NVM's YouTube channel, in this playlist. They include conversations with the NVM's Conor ClarkeFoteini Aravani from the Museum of London and The Retro Hour Podcast. Not wanting to miss out on the fun! The British Library are invited speakers at an upcoming online VHS Tapes event on Tuesday 29 June 2021, 14:00-15:00, places are free, but please book here.

Lynda Clark, Giulia Carla Rossi and I will talk about the British Library’s research in collecting, curating and preserving emerging formats. Including eBook mobile apps, and web-based interactive works, such as those made with tools like Twine, which form the Interactive Narratives and New Media Writing Prize special collections in the UK Web Archive. We’ll discuss digital tools used to build these web archive collections, some of the content and themes of the interactive works collected, and the Library’s plans for the future. We hope to see you there!

A laptop screen showing the interface of the interactive writing tool Twine
An attendee working with the digital interactive writing tool Twine at a 2018 British Library Interactive Fiction Summer School course

This post is by Digital Curator Stella Wisdom (@miss_wisdom

11 June 2021

Libraries & Museums & Archives (Oh My!)

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Folks interested in creative reuse of digitised sound recordings, may want to come along to the "Libraries & Museums & Archives (Oh My!)" online conference this Saturday (12th June 2021), organised by The Folklore Library & Archive. Where Cheryl Tipp, the British Library's Curator of Wildlife and Environmental Sounds and I will give a talk on how the Library’s sound archive has been innovatively used to create atmospheric soundscapes both in the virtual landscapes of videogames, and for physical sites of archaeological interest, such as Creswell Crags Museum and Visitor Centre. Plus how the Wildlife and Environmental Sounds collection has been interpreted in other artistic projects, including visualisations by Andy Thomas, and some delightful needlework by textile artist Cat Frampton.

Folklore Library and Archive logo with an open book and a wax seal
The Folklore Library & Archive artwork by Rhi Wynter

In our presentation we'll mention entries in the Off the Map competition, such as Midsummer by Tom Battey. Submissions to the recent Games in the Woods game jam for the Urban Tree Festival, such as Noisy Wood by Ash Green.

Also the fantastic Faint Signals by Invisible Flock, an interactive virtual woodland sound experience, which has been featured recently by Europeana Pro in an article on Seven tips for digital storytelling with cultural heritage, and in this BBC Culture story about The sounds that make us calmer.

Screen image of Faint Signals abstract virtual woodland
Faint Signals by Invisible Flock

The conference will be held online via Zoom, with ticket money going towards the Folklore Library and Archive’s appeal to save the archive of the late folklorist Venetia Newall. Furthermore, all ticket holders will be able to access video replays of the talks after the event, go here for booking your place. There is a stellar line-up of speakers from other organisations, including:

  • Jim Peters, Collections manager (Dept of Prehistory and Europe) from the British Museum talking about his favourite objects from the collections.
  • Alexandra Stockdale-Haley from the National Science and Media Museum, talking about The Cottingley Fairy artefacts and their role in the modern day.
  • Librarians from Senate House Library giving a presentation on The Harry Price Library of Magical Literature.
  • Geraldine Beskin, owner of the Atlantis Bookshop talking about Ghosts of the Theatre.
  • Rachel Morris, co-founder of Metaphor Museum Designers, speaking about the role of the archive in Museums and how to interpret it.
  • Peter Hewitt, founder of the Folklore Museums Network talking about their work bringing museums together.
  • Clare Smith, Historical Collections Curator from the Metropolitan Police Museum giving a talk on The Crime Museum fact vs fiction, and other police artifacts.
  • Lucy Gibbon, Acting Senior Archivist from Orkney Library & Archive will round off the event with stories from the Orkney Archives.

 We hope to see you there! Do follow #folklorelibrary for twitter chat during the conference.

This post is by Digital Curator Stella Wisdom (@miss_wisdom

17 May 2021

Making Games In The Woods With Twine

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The Urban Tree Festival got off to an active start on Saturday, including launch events for our tree themed Wikipedia edit-thon and our Games in the Woods game jam. If editing Wikipedia to add and improve articles about trees sounds like your jam, please do join our Urban Tree Wikithon dashboard (passcode: vmqytwdr) if you haven't already, so your edits will count towards our stats for #wiktreepedia tracked activity. However, if making games and writing interactive stories is more up your tree-lined avenue, then read on.

Games In the Woods is an online jam running all this week, until midnight on Sunday 23rd May. You are welcome to join alone or in a team to create digital and analogue games, interactive fiction, web comics, board games, escape games, card games – anything you want! We especially encourage creative re-use of images from the British Library’s Flickr collection of digitised 19th century books, do check out these online Flora and Fauna galleries. There is also a fabulous curated selection of wildlife and environmental sound recordings picked by Cheryl Tipp, available via this SoundCloud playlist, which you can use in your creations. 

Two open pages of the Ludography, showing details of tree themed boardgames

At the jam's launch event, Ash Green gave a brilliant Bitsy tutorial (we blogged about Bitsy last week), and Marion Tessier shared our Games in the Woods Luography and tree themed BoardGameGeek Geeklist, as we appreciate not everyone may want to make games, but lots of people enjoy playing them. If you have a favourite game about trees, please do tell us.

We also provided an introduction to Twine, which is an open-source tool for telling interactive, nonlinear stories. Slides from the launch event can be found here and here.

screen image of the Twine homepage, a cork noticeboard with pinned notes on it

To get an idea of what you can do with Twine, we suggest reading some free tree themed interactive stories, which others have created using the tool. Both The Old Woman in the Wood and Through the Woods Demo are part of an itch.io collection of tree themed games on itch.io that we have curated to inspire Games in the Woods jam participants.

On Saturday we also watched this useful video; Making Interactive Fiction with Twine, by Matt Allen from Closed Forum, which explains:

  • Folder structures
  • Making passages and links
  • Hidden passage links
  • Background, fonts and font size
  • Style sheets
  • Adding images, music and video
  • Timed text and timed links
  • Variables and if else statements

If you are interested in trying out Twine to write an interactive story, then these online resources can help you to get started:

Cover image of The Twine grimoire 1, with an image of an open book

If you're new to using itch.io and participating in game jams, below is some advice about uploading and sharing your game. If you've created a game that is saved as a html file you can upload and allow people to play it on itch.io in their web browser, rather than getting people to download the file to play it. Both Bitsy and Twine, which we featured in the launch event save the games they produce as html files. To get the game to play in the browser tick the "This game will be played in the Browser" box underneath the filename you uploaded. If it's a game that can't be run in the browser leave the "This game will be played in the browser" box unticked.

When you upload a file and edit the game information page, it defaults to saving the page in draft. To publish it so everyone can see and play or download your game, select the "public" option under "visibility & access". To submit your game to the Games in the Woods game jam:

  • Upload your game
  • Then click on the Submit your project button
  • Then select your game from the drop-down list that appears
  • Click Submit

Good luck and have fun, we are looking forward to seeing, reading and playing your games.

This post is by Stella Wisdom (@miss_wisdom) with input from Ash Green (@ggnewed), Cheryl Tipp (@CherylTipp) and Marion Tessier from Kingston Libraries (@kinglibheritage).

05 May 2021

Games in the Library and Games in the Woods

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Congratulations to the winner, runners up and everyone who made a game last month for Leeds Libraries Games Jam on Novels That Shaped Our World, which invited jammers to create playful interactive adaptations of books in the BBC’s Novels that Shaped Our World list. To accompany this jam, they programmed a fantastic series of events, which if you missed seeing live, or want to re-watch, can be found in this YouTube playlist.

I absolutely love the premise of the winning submission Frankenstein's Double Wedding, Or, The Modern P…romeo…ethius by WretchedBees (Will Binns). You need a deck of cards to play this solo or cooperative game. Playing as Dr. Frankenstein, with the help of both your monster and betrothed, the game’s aim is to organise a double wedding, arranging catering, a florist, a venue and inviting wedding guests. Not forgetting, that you also need to create a spouse for your monster, before you can both get wed.

A silhoutte profile of a face looking to the left with a bolt of lightning in the face. There are also brains in lightbulbs and the spade, club, diamond and heart symbols from playing cards
Frankenstein's Double Wedding, Or, The Modern P…romeo…ethius by WretchedBees

Well deserved recognition also goes to the two runners up, these are The Open Wizarding Challenge by Suzini56, where to win, players navigate rooms and corridors of their wizarding school, dodging moving staircases and obstacles, aiming to be the first to reach the exit with their bag of collected items, picked up on the way. Also, Fortune of War: A game of Napoleonic era Naval Life by webcowgirl, which is based on Patrick O'Brian's Master and Commander books. Writing about her submission she says “this game tries to capture the flavor of the books, with its humor and humanity. Winning isn't just about money, it is ultimately also about pride, honor, and dignity.” Something we would all do well to remember.

A boardgame on a table with a paper ship at the centre of the board, and pot plants behind it
Fortune of War: A game of Napoleonic era Naval Life by webcowgirl

Other #NTSOWgamesjam submissions re-worked Pride and Prejudice, Nineteen Eighty-Four and Herman Melville's Bartleby, the Scrivener. You can check these out on the jam’s itch.io entries page. Being a Sandman graphic novels fan, I enjoyed looking at Of You by DarrenLEdwards, which has been structured so this tabletop roleplaying game could also be based on many other fantastical worlds such as Alice’s Adventures in Wonderland, The Neverending Story, The Wizard of Oz, Peter Pan, The Chronicles of Narnia, His Dark Materials etc.

If exploring fantasy worlds and playing games has inspired you to want to make a game, or if you are a seasoned game maker, then you may want to take part in our Games In the Woods jam this month, which I am running with Ash Green, Marion Tessier from Story Circles and Kingston Upon Thames Libraries, and Cheryl Tipp. This is an online tree themed game jam for all ages, which will run throughout the duration of the Urban Tree Festival. There will be an online launch event on Saturday 15th May with inspiring examples of interactive digital experiences featuring trees and a virtual “show & tell” event on Sunday 23rd May for jammers to celebrate their creations.

Before and during the Urban Tree Festival, game jammers can meet and chat with organisers and each other on our Discord Server: https://discord.gg/qWXH8NcjHE, so please join and say hello on there and use #gamesinthewoods on social media to share images and details of your work in progress.

A wood with a deer standing to the left and a fox standing on the right
Games in the Woods game jam

You are welcome to join alone or in a team to create digital and analogue games, interactive fiction, web comics, board games, escape games, card games – anything you want! The only constraints are time, the theme and your imagination. We especially encourage creative re-use of images from the British Library’s Flickr collection of digitised 19th century books, do check out these online Flora and Fauna galleries. There is also a fantastic curated selection of wildlife and environmental sound recordings picked by my colleague Cheryl Tipp, which you can use in your creations. These are available via this SoundCloud playlist.

Portrait photographs of Sue Thomas, Irini Papadimitriou and Cheryl Tipp
Sue Thomas, Irini Papadimitriou and Cheryl Tipp

Cheryl is also speaking at a free Digital Nature online event next Monday, 10th May, 19:30 - 20:30. Chaired by Irini Papadimitriou, Creative Director at Future Everything, this event also features Ben Eaton from Invisible Flock (read more about their woodland work Faint Signals here), and author of books on nature and technology Sue Thomas. This is part of the British Library’s springtime season of events The Natural Word, which explores nature writing and reflects on our need to reimagine our relationship with the environment. Hope to see you there.

This post is by Digital Curator Stella Wisdom (@miss_wisdom)

20 April 2021

A Novel Approach To Novels That Shaped Our World!

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It is wonderful to be collaborating with Leeds Libraries on their online Games Jam this month, which is encouraging people to create playful interactive adaptations of books in the BBC’s Novels that Shaped Our World list.

An open book with the pages coming to life with a dragon, Frankenstein, Sherlock Holmes and Discworld
Eye-catching artwork for the Games Jam created by Amy Evans (@tiger_tea) https://www.tiger-tea.co.uk/

In my experience game jams are a brilliant way of bringing historic and literary digital library and archive collections to life in a completely new way. I’ve ran a few at the British Library and I’m always keen to share what I’ve learned with other libraries, including contributing to Living Knowledge Network skills sharing events, such as one we held on the topic of games and playfulness in libraries, in November 2017 at Leeds Central Library, you can read more about this here.

3 people sitting at a table doing a games activity
@_jerryjenkins @ggnewed & @ella_snell doing a puzzle escape game in a box by @lizcable at a #LivingKnowledgeNetwork skills day (image © Stella Wisdom)

There are endless possibilities for adapting works of literature into games and interactive experiences. Earlier this year I attended an Oxford/London IF meetup group online event, where Emily Short gave a fascinating talk about the storylet game design process for creating Orwell’s Animal Farm an indie adventure game, which is based on George Orwell’s novel, where all animals are equal, but some animals are more equal than others. There is a review of this game here.

Leeds Libraries have programmed a range of online events to inspire creativity, as part of their games jam. Last week I attended a thought provoking workshop led by Liz Cable on how to create literary escape rooms. It made me think of a very atmospheric Dracula inspired escape room called Carfax, situated in a sandstone cave system, which I had visited in Nottingham a few years ago. During the covid-19 pandemic Cave Escape have reworked this game into an online escape experience called Carfax - The Hunter, so anyone can play a version of this game from home.

Liz has a wealth of knowledge about all types of game making tools, apps and platforms, which she generously shares. I first met her at the MIX conference at Bath Spa University back in 2015, where she took me and a few other conference delegates to an escape room in Bath. This was the first time I had been to one; so it was Liz who opened my eyes to a new world of escape game experiences! 

There are still more excellent Leeds Libraries Games Jam online events coming up this week:

All these events can be booked from Leeds Libraries Eventbrite page and if you want to watch recordings of previous events, check out their Novels That Shaped Our World YouTube playlist.

The Novels that Shaped Our World jam itself is taking place over Saturday 24th and Sunday 25th April. Thanks to Libraries Connected and Arts Council England there is a £150 prize for the winner and two £50 prizes for the runners up. More information can be found here.

If you are considering taking part, but are unsure where to start, then you may also be interested in reading this Writing Tools for Interactive Fiction blog post by my colleague Giulia Carla Rossi, which describes a number of free online tools that don’t require any previous programming knowledge. I also recommend joining the jam's Facebook group, where participants can talk to each other and ask questions. Good luck if you make and submit a game, I’m looking forward to reading and playing the entries.

This post is by Digital Curator Stella Wisdom (@miss_wisdom)

19 March 2021

The game was ne'er so fair

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The works and worlds created by Shakespeare have an enduring appeal, his writing emotionally resonates with audiences today, despite being written over four hundred year's ago. This week is Shakespeare Week, and today is also the first day of the London Games Festival, so a perfect time to reflect on some interactive digital adaptations of the bard's plays. 

Back in 2016 here in the British Library we ran a Shakespeare themed Off the Map competition, which set students a task of creating video games and virtual interactive environments using digitised British Library items, including maps, views, texts, book illustrations and recorded sounds as creative inspiration. The first place winning entry by Team Quattro from De Montfort University in Leicester, created an adaptation of The Tempest, you can see a flythrough video clip of their stunning work here.

In this competition, Tom Battey who was then a student at the London College of Communication was awarded second place with a game called Midsummer based on the characters in the play A Midsummer Night’s Dream and which used digitised engravings from John Boydell’s Shakespeare Gallery. This is a clever work, set in a magical woodland, where trees and bushes generate as the player wanders through the game. The player has the power to enchant and disenchant characters they meet to fall in love with each other, or not! The dialogue between these characters then changes depending on whether they are lovestruck, you can watch a demo of this game here.

cake decorated with image from opening screen of MissionMaker Macbeth
Cake from MissionMaker Macbeth launch event at the British Library in 2019

Another digital Shakespeare project, which the Library has been involved in, is MissionMaker Macbeth, a game-authoring tool, developed by the MAGiCAL team, from D.A.R.E. enterprise at the UCL Knowledge Lab, which was launched at the British Library for the London Games Festival in 2019. Built using Unity, this software incorporates characters, landscapes, objects and even cauldron ingredients for children to make digital games based on Shakespeare’s Macbeth. For anyone wanting to read more about this project, Andrew Burn has written a book Literature, Videogames and Learning, which is due to be published on 20th July 2021.

If virtual woodland walks are your thing, although not Shakespeare related, you may want to explore Faint Signals, by Invisible Flock, this is an interactive website, where you can wander through the woodland as it changes through all four seasons, and evolves from day to night. Also, if you are reading this in time, you may be able to catch a live online performance of Dream, by the Royal Shakespeare Company. This Midsummer Night’s Dream inspired 50-minute online event is set in a virtual midsummer forest, which offers participants a unique opportunity to directly influence the live performance, read more about this here.

For literature loving games makers, you may want to take part in Leeds Libraries upcoming online Novels That Shaped Our World Games Jam, which is running on Saturday 24th and Sunday 25th April 2021. This jam invites people to create games inspired by the BBC’s 100 Novels That Shaped Our World. They have planned an inspiring programme of online events connected to this jam, tickets will be available from Monday 22nd March 2021 from their Eventbrite page: leeds-libraries.eventbrite.com.

Leeds Libraries events games jam programme
Leeds Libraries games jam events programme

This post is by Digital Curator Stella Wisdom (@miss_wisdom)

19 January 2021

The New Media Writing Prize collection is now available in the UK Web Archive

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For the past four years, the British Library has been researching, collecting and documenting complex digital publications produced in the UK. Born in response to the 2013 UK Non-Print Legal Deposit Regulations, the Emerging Formats project looked at different examples of digital writing, analysed how these can be best preserved and given access to within the specific requirements of a library environment. As part of this work, we hosted a Postdoctoral Innovation Placement researcher, Lynda Clark, who helped us build an Interactive Narratives collection hosted in the UK Web Archive.

Building on from what we learned from Lynda’s work, we created a new collection of emerging media: The New Media Writing Prize collection. The New Media Writing Prize was founded in 2010 and over the past decade has attracted a diverse and innovative range of works from all over the world. Its aim is to showcase and celebrate new and often experimental forms of digital storytelling, crossing formats and genres.

The New Media Writing Prize logo comprising an N with a gamecontroller, M with a microphone, W with headphones and P with a pot of pens
The New Media Writing Prize logo

The collection features shortlisted and winning entries for different categories awarded through the years (main prize, student prize, journalism prize and DOT award), from 2010 to the present. There are over 100 works in the collection, written in a variety of formats: from web-based interactive fiction, to apps and augmented reality table top installations. This exciting variety is also a preservation challenge: some of the online works have already disappeared, or can only be captured partially with our web archiving tools, as they include live data or physical elements. For instances when archiving the work itself wasn’t possible, we tried capturing the documentation around the publication instead, archiving press reviews, blog posts and author’s websites.

While the collection is available online, most of its entries are only accessible on Library premises because of copyright restrictions. A few, however, can also be accessed remotely: for example, Serge Bouchardon’s Loss of Grasp, J.R. Carpenter’s City Fish, Alan Bigelow’s Life of Fly and Amira Hanafi’s What I Am Wearing.

Thumbnail images of six works, which are in the 2020 New Media Writing Prize shortlist
The 2020 New Media Writing Prize shortlist

The work on the collection is far from over: next steps include investigating how to best preserve and present Flash works, accurately describing and linking works in the catalogue and keeping the collection up-to-date. The 2020 shortlist has just been announced for both the main prize and the digital journalism award, so these new entries will soon be added to the collection. You can read the latest news about the New Media Writing Prize on their Twitter or Facebook channels – keep your eyes peeled for the 2020 winners announcement on the 20th January!

This post is by Giulia Carla Rossi, Curator of Digital Publications on twitter as @giugimonogatari.