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41 posts categorized "Games"

28 June 2019

Digital Conversations: Celebrating Ten Years of the New Media Writing Prize

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As part of our Digital Conversations series and the season of events accompanying the Library's Writing: Making Your Mark exhibition; we invite you to join us for an evening discussing the future of the ‘written’ word.  In partnership with Bournemouth University, if:book uk, and sponsored by the Eccles Centre for American Studies at the British Library; we are celebrating ten years of the New Media Writing Prize, by hosting a panel event on Thursday 18 July, 18:30 - 20:30, in the British Library Knowledge Centre. To book a ticket go here.

The New Media Writing Prize (NMWP) is an international award, which showcases exciting and inventive, interactive stories and poetry that integrate a variety of formats, platforms, and digital media. 

New-media-logo-1080x380

On the 18th July, we will have an fascinating discussion featuring previous prize winners and innovative writers from around the world. This event will be chaired by NMWP co-founder and organiser Jim Pope from Bournemouth University, and speaking on the panel will be:

  • Andy Campbell, Digital Director at the One to One Development Trust and the founder/lead author of Dreaming Methods, One to One’s award-winning in-house Virtual Reality, digital storytelling and games development studio. Andy has been a NMWP judge since the prize was launched in 2010, has witnessed innovations and developments in digital publishing and has predictions for what may come next.
Digital Fiction Curios Exterior
Digital Fiction Curios is a unique digital archive of early electronic literature designed in the style of a ‘curiosity shop’, by Andy Campbell and Judi Alston
  • Amira Hanafi is a writer and artist based in Cairo. Her work ‘A Dictionary of the Revolution’, an experiment in polyvocal storytelling, won the New Media Writing Prize in 2018. In 2014, she initiated conversations around keywords used to talk about the 2011 Egyptian uprising and its aftermath with nearly 200 people. The project was published as a website using data visualization to allow readers to navigate through 125 texts that are woven from transcription of this speech.
A Dictionary of the Revolution
A Dictionary of the Revolution, by Amira Hanafi
  • Kayt Lackie, winner of the 2018 NMWP Dot Award for The VESSEL Project in Northern Ontario, Canada. This is an alternate reality game set in a fictionalised version of Elliot Lake. A weekend-long festival where the town of Elliot Lake becomes the setting of a real-world ‘video game’ – where players, as themselves, solve puzzles/gather clues/overcome challenges while experiencing a story created and performed by community participants.
Vessel project
The Ephemera Box Storytelling Installation from the The Vessel Project
  • Christine Wilks, a digital writer, artist and developer of interactive narratives and playable media. Her digital fiction, 'Underbelly', won the very first New Media Writing Prize in 2010.  She is currently building her own platform for authoring and playing text-driven interactive digital narratives, which she is using to develop a psychological thriller for her practice-based PhD in Digital Writing at Bath Spa University.
Underbelly-Spin the Wheel
Underbelly, by Christine Wilks

We would be delighted to see you there to join our conversation, Thursday 18 July, 18:30 - 20:30, in the British Library Knowledge Centre, please book a ticket from: https://www.bl.uk/events/digital-conversations-celebrating-ten-years-of-the-new-media-writing-prize.

This post is by Digital Curator Stella Wisdom (@miss_wisdom

19 June 2019

The Shape of Contemporary British Interactive Fiction

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When I started this Innovation Placement, I had no idea what I was doing. Six months on, and the main thing I’ve learned is that I know even less than I thought I did. Which is not to say that I haven’t learned a lot, just that archiving interactive narrative is an even more complex and varied task than I had imagined, as are the works of interactive fiction themselves.

One of my key goals was to explore how to preserve interactive works for future researchers. My first task was finding suitable works – they had to be web-based (no downloadable files), be recognisable as interactive narratives in some way and be identifiably created in the UK. Sites such as IFDB (the Interactive Fiction Database) and Sub-Q (the only commercial IF-focussed magazine) and competitions such as Spring Thing and IFComp were invaluable sources, but determining whether the authors were UK-based was more difficult. Some remained entirely anonymous, or gave no indication as to their location on their website or social media, which meant it was not possible to include them in this particular project.

Once found, capturing the works initially didn’t appear to be too much of a challenge. The UK Web Archive’s crawlers were able to get most hypertexts while Webrecorder made it possible to collect most other works. However, playback was where the difficulties crept in. Some works captured well, but wouldn’t play back. Or played back, but with errors. Or showed that actually, the works had still been pulling information from the live web, and when placed in the archive and severed from this outside contact, no longer worked. You can see the Webrecorder collection here, and the UKWA Collection here, although the latter is a work-in-progress. A full list of all works reviewed (some of which were not collectable for various reasons) can be found here.

If you’re a maker of interactive works, I strongly suggest that you submit your work to UKWA or make a copy on Webrecorder and download the WARC (Web ARChive) files it creates (or both), because it will likely be some time before libraries develop systematic collecting policies for these works due to the many challenges associated with collecting and sharing them. Having your work backed up in WARC format may help you stay ahead of the curve!

My other key goal was to get a sense of the ‘shape’ of contemporary British web-based interactive fiction. If I had to draw it, I’d probably do something like this:

Shapes1

Or maybe even like this:

Shapes2

It’s messy and disruptive and gloriously so. But that’s not to say there aren’t some common threads running through the work. Some themes and motifs cropped up many times in many different guises.  Trains, cats, mental health and interactive fiction itself were all addressed by multiple creators, some taking on several of these topics at once in one work. Librarians and archivists were surprisingly well-represented as creators of interactive works, with a piece by the British Library’s own Andy Jackson included in the collection, and creators based at various other UK libraries also contributing works.

Naturally, I wrote some more formal reports on the types of works being created, the tools being used, and the methods used to collect them. However, I felt that the only way to truly summarise the experience of reading and playing and attempting to collect all these amazing works was to create a piece of interactive fiction that mimics the experience of reading and playing and attempting to capture all these amazing works. The result was The Memory Archivist which hopefully goes some way towards conveying the challenges faced by archivists of complex digital works, but also why tackling those challenges is important. I hope you enjoy it.

This post is by the Library's Innovation Fellow for Interactive Fiction Lynda Clark, on twitter as @Notagoth. You can find out more about the Library's Emerging Formats project here.

18 April 2019

Collecting Emerging Formats

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The Emerging Formats project, started in 2017 by the British Library and the other five UK Legal Deposit Libraries, has been investigating the rise of new complex digital publications that could pose new challenges for libraries and other cultural institutions in terms of collection and preservation. In particular, this project has chosen to prioritise three formats: eBook mobile apps, web-based interactive narratives, and structured data.

These formats reflect the changes and developments in both technology and storytelling in contemporary digital culture. This project meets the Legal Deposit Libraries’ purpose to respond to innovation and to represent the changing nature and diversity of the UK publishing industry. It also fulfills the libraries’ role of long term preservation, as these formats are by their technical nature ephemeral and at risk of loss.

After holding a workshop last November to better define the challenges related to complex digital objects preservation, the British Library organised a series of user experience testing sessions, with the help of an external consultant, Bunnyfoot Ltd. A first round of interviews was carried out at the British Library and at the library of Trinity College Dublin and it identified a strong user interest in collecting and preserving emerging formats, which was later confirmed by two service design group workshops at Bunnyfoot Lab.

80 Days app
Interacting with the 80 Days app for iPad

We are now in the process of testing different collection management methods, using a number of publications selected during the scoping phase as case studies. For example, we are collecting Inkle’s eBook mobile app 80 Days in different file formats (Android app; PC version) and through different acquisition methods (file transfer; download via access code) to test their viability and the different implications they might have in terms of access and preservation. 80 Days is a narrative-based interactive adventure, which offers a unique take on Jules Verne’s Around the World in Eighty Days – set in an alternative steampunk universe, the story requires the reader’s active participation in order to progress, with thousands of different routes and possible outcomes.

In the case of capturing web-based interactive fiction, two different web archiving tools have been tested – The British Library’s own Annotation and Curation Tool (ACT) and Rhizome’s WebRecorder. While each tool has distinct characteristics which might make it more suitable to a specific type of interactive fiction, both tools proved effective in capturing web-based narrative to a degree. A collection around the topic of e-publishing trends and emerging formats is currently being developed on the UK Web Archive website, with the possibility of nominating yours or someone else's work for inclusion.

As well as investigating collecting methods for complex objects, we are also exploring the requirements for access. At present, only the websites that we have collected using our ACT tool are available in the Library. We are also exploring the possibility of collecting contextual information around these publications. Collecting descriptive material around an object has been tried for time based digital media and digital games. Capturing and preserving sources of information such as websites, trailers, and press kits might prove invaluable in clarifying authorial intent and object use once a format is obsolete or cannot be accessed anymore.

To find out further information about the Emerging Formats project, please see our project page.

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

06 February 2019

Interactive Fiction in the UK

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Nick Montfort suggests interactive fiction stories are ‘computer programs that display text, accept textual responses and then display additional text in reaction [to those responses]’.[1] Since there’s no agreed definition of interactive fiction (IF), Montfort’s is as good a starting point as any. ‘Textual responses’ might include typing, clicking on a link or selecting a choice from a menu, and it’s these differing textual responses which assist in further identifying and categorising interactive fiction. However, it’s also worth remembering that interactive fiction is constantly evolving, with new types emerging all the time, and Montfort’s definition is almost fifteen years old. Therefore, any work which makes significant use of text that the reader might adjust or affect in some way may be considered interactive fiction.

As one strand of the Emerging Formats project, the British Library is currently investigating UK Interactive Fiction (who is creating it, what kinds of work they’re creating, and what tools are being used) – in order to determine what the collecting priorities might be. The focus is on UK works specifically because this aligns with the Library’s collecting priorities with regard to born-digital works, arising out of legal deposit regulations.

The Interactive Fiction Competition identifies three broad types of IF: parser-based, Choose Your Own Adventure and hypertext. Parser-based works are sometimes referred to as ‘text adventures’. These involve typing commands in order to interact with the textual world and usually include puzzle solving. Choose Your Own Adventure (or CYOA) stories are more like the Fighting Fantasy game book series, or the recent Black Mirror episode ‘Bandersnatch’, providing readers with a series of choices which create a branching narrative. Hypertexts are linked passages of text much like a website, but the clickable links may provide choices or ways of exploring the world of the text. In these latter two types the reader’s role is less likely to involve solving puzzles and more likely to centre on exploration, interacting with characters or simply choosing how the story turns out. (Although, of course, these elements may be present in parser games too).

Detectiveland_ingame
Detectiveland by Robin Johnson, 2016 Winner of IFComp

As part of my Innovation Placement, I’ve explored 97 works by 62 creators so far. Of these, 39 are parser-based, 27 are hypertexts, and 8 are choice-based, with the remainder being other formats such as multimedia (for example, Lucy English’s collection of video poems, The Book of Hours), websites (such as Krishan Coupland’s Hotel), or bespoke or hybrid systems developed by the creator (a particularly good example of this is Robin Johnson’s Zeppelin Adventure, made with his homegrown Versificator engine which creates IF that is somewhere between parser-based and choice-based). I also came across a few formats not neatly described by the types outlined above, such as collaborative wiki-based interactive fiction. However these works (like many interactive fiction works) often contain no identifying information regarding the creator and therefore it’s very difficult to determine if they are UK created. In these instances I have tended to assume that if the creator prefers to remain entirely anonymous, the likelihood is they would also prefer not to have their work archived, and so these particular texts won’t form part of the collection.

There are plenty of works which do have an identifiable UK-based author, though. These cover a wide range of genres including comedy, horror, crime, romance, historical fiction, drama, ‘slice of life’ and mystery, although science fiction and fantasy are particularly well represented (around 26 of the works might be considered fantasy, while around 17 could be categorised as science fiction).

Of the parser-based games, so far Inform stands out as the most popular tool. This is perhaps unsurprising since Inform was created by British IF author and programmer, Graham Nelson in the mid-nineties, making it one of the longest running tools for interactive fiction creation. This means it has a robust community around it, a good collection of existing works to draw inspiration from and a large number of tutorials and discussion forums to aid new creators. Popular IF writer Emily Short uses Inform to produce many of her works, including the critically acclaimed Galatea, a retelling of the Pygmallion myth in which the reader-player attempts to converse with a living statue which is able to respond in myriad ways. However, there are also works made with Quest, such as Luke A. Jones’ Drumsticks a puzzle story about reuniting a band for one last gig.    

The majority of the hypertext games are created with Twine, although usage of the tool’s full range of features varies wildly. For example, Ed Sibley’s ghost story Dead Man’s Fiesta incorporates a host of images, coloured backgrounds and dynamic text, while Bethany Nolan’s crime caper Let’s Rob a Bank adopts Twine’s default layout, relying only on branching choices and variables to tell her story. A further Twine highlight is Raik by Harry Giles, a poetic fantasy story written in English with a Scots translation. (Sort of. To say more would be to spoil it!)

While the CYOA category is somewhat smaller, there are still several tools and approaches in use. Most popular is Inkle Studio’s Ink, used to create a variety of stories including Eleanor Hingley’s Unreal Estate, in which the reader-player roleplays as an estate agent attempting to sell properties to a variety of supernatural clients. The house-buying creatures are randomised and so several replays are required in order to meet them all.

The oldest work so far is paradoxically also one of the newest. The Beast of Torrack Moor by Linda Doughty (née Wright), originally written in 1988 for the ZX Spectrum was lovingly recreated for the web in 2018 by Chris Ainsley (with the original author’s permission) using his Adventuron engine. Despite what its name might suggest, this is more of a quintessentially English mystery than a blood-curdling horror.

As this brief overview indicates, UK IF creators employ a wide array of tools, styles, genres and topics, and even within the same tools and genres, there’s a huge amount of experimentation and variation. I hope to uncover yet more in the coming weeks and months, as well as finding ways to preserve them for future reader-players. If you are a UK-based creator of web-based interactive fiction, please do not hesitate to get in touch, or alternatively, feel free to nominate your work for inclusion via the UK Web Archive.

This post is by the Library's Innovation Fellow for Interactive Fiction Lynda Clark, on twitter as @Notagoth. You can find out more about the Library's Emerging Formats project here.

[1] Nick Montfort, Twisty Little Passages: An Approach to Interactive Fiction, 6th edn (Massachusetts, USA: MIT Press, 2005), p.vii.

25 January 2019

BL Labs 2018 Artistic Award Winner: 'Another Intelligence Sings'

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This guest blog is by the winners of the BL Labs Artistic Award for 2018, Robert Walker, Rose Leahy and Amanda Baum, for 'Another Intelligence Sings'.AI Sings 1

When the natural world is recorded, it is quantised for the human ear, to wavelengths within our perception and timeframes within our conception. Yet the machine learning algorithm sits outside the human sensorium, outside the human lifespan. An algorithm is agnostic to the source, the intention and the timescale of data. By feeding it audio samples of lava and larvae, geological tensions and fleeting courtship, the seismic and the somatic, the many voices of life are woven into a song no one lifespan or life form could sing.

Another Intelligence Sings ( AI Sings ) is an immersive audio-tactile installation inviting you to experience the sounds of our biological world as recounted through an AI. Through the application of neural networks to field recordings from the British Library sound archive a nonhuman reading of the data emerges. Presenting an alternative composition of Earth’s songs, AI Sings explores an expanded view of what might be perceived as intelligent.

The breadth of the British Library Wildlife and Environmental Sounds archive enabled us to take a cross section of the natural world from primordial physical phenomena to the great beasts of the savannas to the songbirds of the British countryside. The final soundscape is created from using two different neural networks, Wavenet and Nsynth. We trained Wavenet, Google’s most advanced human speech synthesis neural network, on many hours of field recordings, including those from the British Library archives.

Nsynth is an augmented version of Wavenet that was built and trained by Magenta, Google AI’s creative lab. Nsynth creates sounds that are not a simple crossfade or blend but something genuinely new based on the perceived formal musical qualities of the two source sounds. This was used to create mixtures between specific audio samples, for example, sea lion meets mosquito, leopard meets horse, and mealworm meets ocean.

Click here to play a 4 minute clip of the sound from the installation.

AI Sings 2
Through this use of the technology, AI Sings reorients the algorithm’s focus, away from the human expression of individual thought and towards an amalgam of geological and biological processes. The experience aims to enable humans to meditate on the myriad intelligences around and beyond us and expand our view of what might be perceived as intelligent. This feeds into our ongoing body of shared work, which raises questions about the use of artificial intelligence in society. Previously, we have used a neural network to find linguistic patterns not perceivable to human reading to mediate our collectively written piece Weaving Worlds (2016). In AI Sings we continue this thread of asking which perspectives an AI can bring that human perception cannot.

AI Sings 3

AI Sings takes digital archive content and makes it into a tactile, sensuous, and playful experience. By making the archive material an experiential encounter, we were able to encourage listeners to enter into a world where they could be immersed and engaged in the data. Soft, tactile materials such as hair and foam invited people to enter into and interact with the work. In particular, we found that the playful nature of the materials in the piece meant that children were keen to experience the work, and listen to the soundscape, thereby extending the audience of the archive material to one it may not usually reach.

By addressing the need for experiential, visceral and poetic encounters with AI, Another Intelligence Sings goes beyond the conceptual and engages people in the technology which is so rapidly transforming society. We hope this work shows how the creative application of AI opens up new possibilities in the field of archivology, from being a tool of categorisation to becoming a means of expanding the cultural role of the library in the future.

The piece premiered at the V&A Digital Design Weekend 2018 on 22nd of September as part of London Design Festival, where it was exhibited to over 22,000 visitors. Following the weekend we were invited by Open Cell, London’s newly opened bioart- and biodesign studio and exhibition space, to be showcased on their site.

More about the project can be found on our websites:

www.baumleahy.com + www.irr.co + www.amandabaum.com + www.roseleahy.com

Watch the AI Sings team receiving their award and talking about their project on our YouTube channel (clip runs from 8.18):

 

Find out more about Digital Scholarship and BL Labs. If you have a project which uses British Library digital content in innovative and interesting ways, consider applying for an award this year! The 2019 BL Labs Symposium will take place on Monday 11 November at the British Library.

24 January 2019

Innovation Fellow for Interactive Fiction in the Emerging Formats Project

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There’s an episode of book shop-based comedy, Black Books, in which Fran, played by Tamsin Greig, starts a new job. She has no idea what her role actually consists of, and yet, somehow, she becomes good at it and delivers a rousing presentation, all while never fully understanding what she has done. Every new research project feels somewhat like this. There are usually continuities from previous projects, but because this one is new there will inevitably be new things you don’t know and how do you find out what you don’t know if you don’t know it?

Fortunately, thanks to the Library’s excellent Web Archiving, Contemporary British and Digital Scholarship teams, I’ve managed to fill in most of those blanks pretty quickly. My name’s Lynda Clark and I’m currently undertaking an AHRC/M3C Innovation Placement embarking on a six-month research project called ‘Emerging Formats: Discovering and Collecting Contemporary British Interactive Fiction’. My primary goals are to get a sense of the ‘shape’ of contemporary British web-based interactive fiction – the kinds of tools British creators are using and the works they are making with them; and to explore how those works might be preserved for future readers and researchers.

Product_boxes v2
Boxes created at a British Library hosted emerging formats project workshop

I’m a maker of interactive fiction myself and have produced a variety of works, often silly (almost always silly, in fact) but sometimes more serious, the most substantial of which was my interactive novella Writers Are Not Strangers, produced as part of my recently submitted creative-critical PhD thesis. Even amongst my own modest back catalogue there is a fair amount of variation in styles, interfaces and tools used, some of which I know will likely scupper the webcrawlers commonly used to archive web-based digital work. Six months isn’t long to find a solution to this challenge, but I’m hoping I can at the very least start to create a record of works to preserve and at least categorically determine what doesn’t work to enable future researchers to move towards what does.

This is where you come in. If you’re a UK-based creator of web-based interactive fiction, please nominate your work for inclusion in the UK Web Archive, where it could (technology permitting) be included in a collection. This will mean the system takes regular ‘snapshots’ of the nominated website and stores them forever! You can make your nominations via the UKWA’s site or by contacting me.

This post is by the Library's Innovation Fellow for Interactive Fiction Lynda Clark, on twitter as @Notagoth. You can find out more about the Library's Emerging Formats project here.

15 January 2019

The BL Labs Symposium, 2018

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On Monday 12th November, 2018, the British Library hosted the sixth annual BL Labs Symposium, celebrating all things digital at the BL. This was our biggest ever symposium with the conference centre at full capacity - proof, if any were needed, of the importance of using British Library digital collections and technologies for innovative projects in the heritage sector.

The delegates were welcomed by our Chief Executive, Roly Keating, and there followed a brilliant keynote by Daniel Pett, Head of Digital and IT at the Fitzwilliam Museum, Cambridge. In his talk, Dan reflected on his 3D modelling projects at the British Museum and the Fitzwilliam, and talked about the importance of experimenting with, re-imagining, and re-mixing cultural heritage digital collections in Galleries, Libraries, Archives and Museums (GLAMs).

This year’s symposium had quite a focus on 3D, with a series of fascinating talks and demonstrations throughout the day by visual artists, digital curators, and pioneers of 3D photogrammetry and data visualisation technologies. The full programme is still viewable on the Eventbrite page, and videos and slides of the presentations will be uploaded in due course.

Composite bl labs 2018 awardees

Each year, BL Labs recognises excellent work that has used the Library's digital content in five categories. The 2018 winners, runners up and honourable mentions were announced at the symposium and presented with their awards throughout the day. This year’s Award recipients were:

Research Award:

Winner: The Delius Catalogue of Works by Joanna Bullivant, Daniel Grimley, David Lewis and Kevin Page at the University of Oxford

Honourable Mention: Doctoral theses as alternative forms of knowledge: Surfacing ‘Southern’ perspectives on student engagement with internationalisation by Catherine Montgomery and a team of researchers at the University of Bath

Honourable Mention: HerStories: Sites of Suffragette Protest and Sabotage by Krista Cowman at the University of Lincoln and Rachel Williams, Tamsin Silvey, Ben Ellwood and Rosie Ryder of Historic England

Artistic Award:

Winner: Another Intelligence Sings by Amanda Baum, Rose Leahy and Rob Walker

Runner Up: Nomad by independent researcher Abira Hussein, and Sophie Dixon and Edward Silverton of Mnemoscene

Teaching & Learning Award:

Winner: Pocket Miscellanies by Jonah Coman

Runner Up: Pocahontas and After by Michael Walling, Lucy Dunkerley and John Cobb of Border Crossings

Commercial Award:

Winner: The Library Collection: Fashion Presentation at London Fashion Week, SS19 by Nabil Nayal in association with Colette Taylor of Vega Associates

Runner Up: The Seder Oneg Shabbos Bentsher by David Zvi Kalman, Print-O-Craft Press

Staff Award:

Winner: The Polonsky Foundation England and France Project: Manuscripts from the British Library and the Bibliothèque nationale de France, 700-1200 by Tuija Ainonen, Clarck Drieshen, Cristian Ispir, Alison Ray and Kate Thomas

Runner Up: The Digital Documents Harvesting and Processing Tool by Andrew Jackson, Sally Halper, Jennie Grimshaw and Nicola Bingham

The judging process is always a difficult one as there is such diversity in the kinds of projects that are up for consideration! So we wanted to also thank all the other entrants for their high quality submissions, and to encourage anyone out there who might be considering applying for a 2019 award!

We will be posting guest blogs by the award recipients over the coming months, so tune in to read more about their projects.

And finally, save the date for this year's symposium, which will be held at the British Library on Monday 11th November, 2019.

02 November 2018

Digital Conversation: History and Games

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It is very nearly International Games Week; this is an initiative run by volunteers from around the world to reconnect communities through their libraries around the educational, recreational, and social value of all types of games. Here at the British Library we are excited to be hosting the narrative games convention AdventureX on Saturday 10th and Sunday 11th November, and to get the party started on Thursday 8th November we are delighted to run, in partnership with The National Archives and Wellcome, a Digital Conversation event on the topic of History and Games.

image from https://s3.amazonaws.com/feather-client-files-aviary-prod-us-east-1/2018-11-02/a94ae6e5-8ae4-4fca-b786-91c9fab10c7a.png

Our star Digital Conversation panel features:
  • Toni Brasting, Creative Partnerships Manager at Wellcome Trust, who collaborates with games studios, designers and scientific researchers to create games that inspire conversations about health.
  • Andrew Burn, Professor of Media Education at the UCL Institute of Education, who will launch MissionMaker Beowulf, a digital platform which empowers students to make 3-D adventure games.

A video showing the process of making a game in Missionmaker Beowulf, followed by a video capture of the game
  • James Delaney founder and Managing Director of BlockWorks, who built Minecraft maps for Great Fire 1666 at the Museum of London, to mark the 350th anniversary of London's Great Fire. Furthermore, this summer they teamed up with English Heritage on a castle building project.

Kenilworth Castle in Minecraft

Trailer of Winter Hall by Lost Forest Games

  • Nick Webber, Associate Professor at Birmingham City University, whose research explores the impact of virtual worlds and online games on the practice of history.
  • Stella Wisdom, Digital Curator for Contemporary British Collections at the British Library, who has collaborated on multiple games initiatives.

The Digital Conversation event takes place in The Knowledge Centre at the British Library on Thursday 8th November, 18.30- 20.30; for more details including booking, visit: https://www.bl.uk/events/digital-conversation-history-and-games. Hope to see you there.

This post is by Digital Curator Stella Wisdom, on twitter as @miss_wisdom