THE BRITISH LIBRARY

Digital scholarship blog

46 posts categorized "Games"

10 June 2020

International Conference on Interactive Digital Storytelling 2020: Call for Papers, Posters and Interactive Creative Works

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It has been heartening to see many joyful responses to our recent post featuring The British Library Simulator; an explorable, miniature, virtual version of the British Library’s building in St Pancras.

If you would like to learn more about our Emerging Formats research, which is informing our work in collecting examples of complex digital publications, including works made with Bitsy, then my colleague Giulia Carla Rossi (who built the Bitsy Library) is giving a Leeds Libraries Tech Talk on Digital Literature and Interactive Storytelling this Thursday, 11th June at 12 noon, via Zoom.

Giulia will be joined by Leeds Libraries Central Collections Manager, Rhian Isaac, who will showcase some of Leeds Libraries exciting collections, and also Izzy Bartley, Digital Learning Officer from Leeds Museums and Galleries, who will talk about her role in making collections interactive and accessible. Places are free, but please book here.

If you are a researcher, or writer/artist/maker, of experimental interactive digital stories, then you may want to check out the current call for submissions for The International Conference on Interactive Digital Storytelling (ICIDS), organised by the Association for Research in Digital Interactive Narratives, a community of academics and practitioners concerned with the advancement of all forms of interactive narrative. The deadline for proposing Research Papers, Exhibition Submissions, Posters and Demos, has been extended to the 26th June 2020, submissions can be made via the ICIDS 2020 EasyChair Site.

The ICIDS 2020 dates, 3-6 November, on a photograph of Bournemouth beach

ICIDS showcases and shares research and practice in game narrative and interactive storytelling, including the theoretical, technological, and applied design practices. It is an interdisciplinary gathering that combines computational narratology, narrative systems, storytelling technology, humanities-inspired theoretical inquiry, empirical research and artistic expression.

For 2020, the special theme is Interactive Digital Narrative Scholarship, and ICIDS will be hosted by the Department of Creative Technology of Bournemouth University (also hosts of the New Media Writing Prize, which I have blogged about previously). Their current intention is to host a mixed virtual and physical conference. They are hoping that the physical meeting will still take place, but all talks and works will also be made available virtually for those who are unable to attend physically due to the COVID-19 situation. This means that if you submit work, you will still need to register and present your ideas, but for those who are unable to travel to Bournemouth, the conference organisers will be making allowances for participants to contribute virtually.

ICIDS also includes a creative exhibition, showcasing interactive digital artworks, which for 2020 will explore the curatorial theme “Texts of Discomfort”. The exhibition call is currently seeking Interactive digital art works that generate discomfort through their form and/or their content, which may also inspire radical changes in the way we perceive the world.

Creatives are encouraged to mix technologies, narratives, points of view, to create interactive digital artworks that unsettle interactors’ assumptions by tackling the world’s global issues; and/or to create artworks that bring to a crisis interactors’ relation with language, that innovate in their way to intertwine narrative and technology. Artworks can include, but are not limited to:

  • Augmented, mixed and virtual reality works
  • Computer games
  • Interactive installations
  • Mobile and location-based works
  • Screen-based computational works
  • Web-based works
  • Webdocs and interactive films
  • Transmedia works

Submissions to the ICIDS art exhibition should be made using this form by 26th June. Any questions should be sent to icids2020arts@gmail.com. Good luck!

This post is by Digital Curator Stella Wisdom (@miss_wisdom

29 May 2020

IIIF Week 2020

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As a founding member of the International Image Interoperability Framework Consortium (IIIF), here at the British Library we are looking forward to the upcoming IIIF Week, which has organised a programme of free online events taking place during 1-5 June.

IIIF Week sessions will discuss digital strategy for cultural heritage, introduce IIIF’s capabilities and community through introductory presentations and demonstrations of use cases. Plus explore the future of IIIF and digital research needs more broadly. 

IIIF logo with text saying International Image Interoperability Framework

Converting the IIIF annual conference into a virtual event held using Zoom, provides an opportunity to bring together a wider group of the IIIF community. Enabling many to attend, including myself, who otherwise would not have been able join the in-person event in Boston, due to budget, travel restrictions, and other obligations.

Both IIIF newbies and experienced implementers will find events scheduled at convenient times, to allow attendees to form regional community connections in their parts of the world. Attendees can sign up for all events during the week, or just the ones that interest them. Proceedings will be in English unless otherwise indicated, and all sessions will be recorded, then made available following the conference on the IIIF YouTube channel.

To those who know me, it will come as no surprise that I’m especially looking forward to the Fun with IIIF session on Friday 5 June, 4-5pm BST, facilitated by Tristan Roddis from Cogapp. Most of the uses of the International Image Interoperability Framework (IIIF) have focused on scholarly and research applications. This session, however, will look at the opposite extreme: the state of the art for creating playful and fun applications of the IIIF APIs. From tile puzzles, to arcade games, via terapixel fractals, virtual galleries, 3D environments, and the Getty's really cool Nintendo Animal Crossing integration.

In addition to the IIIF Week programme, aimed for anyone wanting a more in-depth and practical hands-on teaching, there is a free workshop on getting started with IIIF, the week following the online conference. This pilot course will run over 5 days between 8-12 June, participation is limited to 25 places, available on a first come, first served basis. It will cover:

  • Getting started with the Image API
  • Creating IIIF Manifests with the Bodleian manifest editor
  • Annotating IIIF resources and setting up an annotation server
  • Introduction to various IIIF tools and techniques for scholarship

Tutors will assist participants to create a IIIF project and demonstrate it on a zoom call at the end of the week.

You can view and sign up for IIIF Week events at https://iiif.io/event/2020/iiifweek/. All attendees are expected to adhere to the IIIF Code of Conduct and encouraged to join the IIIF-Week Slack channel for ongoing questions, comments, and discussion (you’ll need to join the IIIF Slack first, which is open to anyone).

For following and participating in more open discussion on twitter, use the hashtags #IIIF and #IIIFWeek, and if you have any specific questions about the event, please get in touch with the IIIF staff at events@iiif.io.

See you there :-)

This post is by Digital Curator Stella Wisdom (@miss_wisdom

21 May 2020

The British Library Simulator

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The British Library Simulator is a mini game built using the Bitsy game engine, where you can wander around a pixelated (and much smaller) version of the British Library building in St Pancras. Bitsy is known for its compact format and limited colour-palette - you can often recognise your avatar and the items you can interact with by the fact they use a different colour from the background.

The British Library building depicted in Bitsy
The British Library Simulator Bitsy game

Use the arrow keys on your keyboard (or the WASD buttons) to move around the rooms and interact with other characters and objects you meet on the way - you might discover something new about the building and the digital projects the Library is working on!

Bitsy works best in the Chrome browser and if you’re playing on your smartphone, use a sliding movement to move your avatar and tap on the text box to progress with the dialogues.

Most importantly: have fun!

The British Library, together with the other five UK Legal Deposit Libraries, has been collecting examples of complex digital publications, including works made with Bitsy, as part of the Emerging Formats Project. This collection area is continuously expanding, as we include new examples of digital media and interactive storytelling. The formats and tools used to create these publications are varied, and allow for innovative and often immersive solutions that could only be delivered via a digital medium. You can read more about freely-available tools to write interactive fiction here.

This post is by Giulia Carla Rossi, Curator of Digital Publications (@giugimonogatari).

31 October 2019

Digital Conversation: Games, Literature and Learning

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Happy Halloween! If you aren't heading out trick or treating this evening, and prefer a quiet night in, then you may like to play some of the wonderful games and interactive fiction that were created in last year's Gothic Novel Jam. My personal favourite is The Lady's Book of Decency, by Sean S. LeBlanc. If you feel like a longer read, Lynda Clark's first novel Beyond Kidding is launched today, I can't wait to get my teeth into this!

It is also very nearly International Games Week (3-9 November 2019), 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. Check out this map to see if there is an event near you!

If you are based in the UK and work in libraries, you may be interested in coming along to the next Game Library Camp, which is being held at Leeds Central Library on Saturday 9th November. More details can be found at https://librarycamp.game.blog/, I'll be there to lead a discussion for the session "I hope you like jammin’ too"; for sharing advice on running online interactive fiction writing jams. 

Here at the British Library we have a couple of International Games Week (IGW) events, we are excited to be hosting the narrative games convention AdventureX on Saturday 2nd and Sunday 3rd November, all tickets are completely sold out, but the talks will be live streamed, online from http://adventurexpo.org/livestream/, check the schedule for times and watch from the comfort of your sofa.   

Continuing our IGW events at the British Library, on the evening of Monday 4th November we are holding a Digital Conversation on Games, Literature and Learning. This will be a panel discussion exploring how video games, such as Minecraft, can be used to engage learners of all ages with literature, libraries and museums.

Child playing Litcraft on an ipad
Child trying Litcraft at SPARK: The Science and Art of Creativity, a festival of ideas organised by the British Council in Hong Kong, image credit ATUM Images

Jordan Erica Webber will be our chair for the evening. Jordan is a writer and presenter, Co-author of Ten Things Video Games Can Teach Us, host of the Guardian's digital culture podcast Chips With Everything and resident games expert on The Gadget Show.

Our panellists include: 

  • Keith Stuart, Guardian journalist, writer and author of A Boy Made of Blocks, a Richard and Judy Book Club pick and a major bestseller. He has written about how Minecraft has helped his son Zac and will be talking from a parent’s perspective. Keith will also be available to sign books after the panel discussion.
Book cover for A Boy Made of Blocks
A Boy Made of Blocks, by Keith Stuart
  • Dr Lissa Holloway-Attaway and Dr Björn Berg Marklund from the University of Skövde in Sweden, whose whose research specialisms are digital game-based learning, educational games, 'Serious Games' and how games are used in classrooms. They have collaborated with museums and cultural organisations to run workshops with young people to co-create their communities within the Baltic Sea Region by constructing imaginative simulations of their cities and neighbourhoods in Minecraft. Another of their projects is the Augmented Reality, children's book app KLUB, which stands for Kiras och Luppes Bestiarium (Kiras and Luppes Bestiary) where mythical beings from books come to life in 3D.  
The Kiras och Luppes Bestiarium app being demonstrated on a smartphone
The Kiras och Luppes Bestiarium app 
  • Professor Sally Bushell from the Department of English Literature & Creative Writing at Lancaster University; Sally is the Principle Investigator on the Litcraft project, which uses the popular Minecraft gaming platform to build accurate scale models of authorial maps from classic works of literature. Impact is achieved by re-engaging children with literature in a model of positive reinforcement that makes works accessible in entirely new ways, combining the textual and the digital. Reading and writing are integrated with an immersive experience of the literary worlds.

Promotional video for the third Litcraft release - the first pairing of connected texts. This build features the original and iconic castaway tales: Swiss Family Robinson and Robinson Crusoe.

The Digital Conversation event takes place in The Knowledge Centre at the British Library on Monday 4th November, 18.30- 20.30; for more details including booking, visit: https://www.bl.uk/events/digital-conversation-games-literature-and-learning. Hope to see you there. 

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

03 October 2019

BL Labs Symposium (2019): Book your place for Mon 11-Nov-2019

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Posted by Mahendra Mahey, Manager of BL Labs

The BL Labs team are pleased to announce that the seventh annual British Library Labs Symposium will be held on Monday 11 November 2019, from 9:30 - 17:00* (see note below) in the British Library Knowledge Centre, St Pancras. The event is FREE, and you must book a ticket in advance to reserve your place. Last year's event was the largest we have ever held, so please don't miss out and book early!

*Please note, that directly after the Symposium, we have teamed up with an interactive/immersive theatre company called 'Uninvited Guests' for a specially organised early evening event for Symposium attendees (the full cost is £13 with some concessions available). Read more at the bottom of this posting!

The Symposium showcases innovative and inspiring projects which have used the British Library’s digital content. Last year's Award winner's drew attention to artistic, research, teaching & learning, and commercial activities that used our digital collections.

The annual event provides a platform for the development of ideas and projects, facilitating collaboration, networking and debate in the Digital Scholarship field as well as being a focus on the creative reuse of the British Library's and other organisations' digital collections and data in many other sectors. Read what groups of Master's Library and Information Science students from City University London (#CityLIS) said about the Symposium last year.

We are very proud to announce that this year's keynote will be delivered by scientist Armand Leroi, Professor of Evolutionary Biology at Imperial College, London.

Armand Leroi
Professor Armand Leroi from Imperial College
will be giving the keynote at this year's BL Labs Symposium (2019)

Professor Armand Leroi is an author, broadcaster and evolutionary biologist.

He has written and presented several documentary series on Channel 4 and BBC Four. His latest documentary was The Secret Science of Pop for BBC Four (2017) presenting the results of the analysis of over 17,000 western pop music from 1960 to 2010 from the US Bill Board top 100 charts together with colleagues from Queen Mary University, with further work published by through the Royal Society. Armand has a special interest in how we can apply techniques from evolutionary biology to ask important questions about culture, humanities and what is unique about us as humans.

Previously, Armand presented Human Mutants, a three-part documentary series about human deformity for Channel 4 and as an award winning book, Mutants: On Genetic Variety and Human Body. He also wrote and presented a two part series What Makes Us Human also for Channel 4. On BBC Four Armand presented the documentaries What Darwin Didn't Know and Aristotle's Lagoon also releasing the book, The Lagoon: How Aristotle Invented Science looking at Aristotle's impact on Science as we know it today.

Armands' keynote will reflect on his interest and experience in applying techniques he has used over many years from evolutionary biology such as bioinformatics, data-mining and machine learning to ask meaningful 'big' questions about culture, humanities and what makes us human.

The title of his talk will be 'The New Science of Culture'. Armand will follow in the footsteps of previous prestigious BL Labs keynote speakers: Dan Pett (2018); Josie Fraser (2017); Melissa Terras (2016); David De Roure and George Oates (2015); Tim Hitchcock (2014); Bill Thompson and Andrew Prescott in 2013.

The symposium will be introduced by the British Library's new Chief Librarian Liz Jolly. The day will include an update and exciting news from Mahendra Mahey (BL Labs Manager at the British Library) about the work of BL Labs highlighting innovative collaborations BL Labs has been working on including how it is working with Labs around the world to share experiences and knowledge, lessons learned . There will be news from the Digital Scholarship team about the exciting projects they have been working on such as Living with Machines and other initiatives together with a special insight from the British Library’s Digital Preservation team into how they attempt to preserve our digital collections and data for future generations.

Throughout the day, there will be several announcements and presentations showcasing work from nominated projects for the BL Labs Awards 2019, which were recognised last year for work that used the British Library’s digital content in Artistic, Research, Educational and commercial activities.

There will also be a chance to find out who has been nominated and recognised for the British Library Staff Award 2019 which highlights the work of an outstanding individual (or team) at the British Library who has worked creatively and originally with the British Library's digital collections and data (nominations close midday 5 November 2019).

As is our tradition, the Symposium will have plenty of opportunities for networking throughout the day, culminating in a reception for delegates and British Library staff to mingle and chat over a drink and nibbles.

Finally, we have teamed up with the interactive/immersive theatre company 'Uninvited Guests' who will give a specially organised performance for BL Labs Symposium attendees, directly after the symposium. This participatory performance will take the audience on a journey through a world that is on the cusp of a technological disaster. Our period of history could vanish forever from human memory because digital information will be wiped out for good. How can we leave a trace of our existence to those born later? Don't miss out on a chance to book on this unique event at 5pm specially organised to coincide with the end of the BL Labs Symposium. For more information, and for booking (spaces are limited), please visit here (the full cost is £13 with some concessions available). Please note, if you are unfortunate in not being able to join the 5pm show, there will be another performance at 1945 the same evening (book here for that one).

So don't forget to book your place for the Symposium today as we predict it will be another full house again and we don't want you to miss out.

We look forward to seeing new faces and meeting old friends again!

For any further information, please contact labs@bl.uk

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. 

NMWP logo

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.
Photo of ephemra box
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:

An angular spiky shape

Or maybe even like this:

A squiggly spiraly shape

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.

Female interacting with the 80 Days app for iPad
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.