Have You Ever Been DH-Experienced?

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be skilled as a writer, a researcher, and a programmer, while another player ... board; Hire Experts allows a player to ignore any skills he or she lacks when.
Have  You  Ever  Been  DH-­Experienced?   The  DH  Experience:  A  Game  of  Digital  Research    

John   Montague,   Luciano   Frizzera,   Geoffrey   Rockwell,   Stan   Ruecker,   Simone   Sperhacke,   Mauricio  Bernardes  and  the  INKE  Team   2014  Canadian  Game  Studies  Association  Conference   Brock  University,  St.  Catherines,  ON    

 

  Research in Digital Humanities takes so many forms, across so many disciplines, that it is a herculean task to remain aware of the nature of much of the work being done. In order to address this challenge, we have developed a customizable, updatable digital, serious board game, with the intention of promoting awareness of the nature and breadth of interdisciplinary collaboration among the international DH community.

 

 

  Digital  Humanities  is  a  relatively  new  field,  and  substantially  unknown  by  the  public.   What  exactly  it  encompasses  is  even  less  well  understood.  In  her  2012  paper  “This  is   Why   We   Fight”,   Lisa   Spiro   explains   how   members   of   the   DH   community   are   continually  debating  “what  counts  as  digital  humanities  and  what  does  not,  who  is  in   and   who   is   out,   and   whether   DH   is   about   making   or   theorizing,   computation   or   communication,  practice  or  politics”.    

 

Because  it  is  a  fundamental  tenet  of  Digital  Humanities  to  strive  for  multilingualism   and   multi-­‐disciplinarity,   the   research   work   being   undertaken   worldwide   is   tremendously   varied   in   both   scope   and   focus.   As   a   result,   it   is   awfully   difficult   to   keep  abreast  of  the  volume  and  variety  of  innovative  work  being  done.    

In   an   effort   to   raise   Digital   Humanities’   profile   in   the   general   public,   and   to   promote   both   awareness   of   and   participation   in   interdisciplinary   collaboration   among   our   colleagues   worldwide,   we   have   developed   The   DH   Experience   game.   After   much   discussion,   brainstorming   and   bantering   back   and   forth,   during   which   we   considered   a   plethora   of   competitive   possibilities,   we   decided   that   given   the   collaborative   nature   of   much   Digital   Humanities   work   it   only   made   sense   that   we   develop   a   game   that   was   itself   collaborative;   the   idea   to   create   a   self-­‐referential   game  that  modeled  the  process  we  were  going  through  in  developing  the  game  itself   followed  shortly  thereafter.     Analogue  Prototype   We   currently   have   a   fully   fleshed   out   and   tested   proof   of   concept.   The   game   accommodates  from  2  to  6  players,  and  simulates  the  experience  of  academics  and   researchers  in  the  Digital  Humanities  community.  Players  must  work  cooperatively   and  carefully  plan  their  strategy  in  order  to  have  any  chance  of  outperforming  the   system   inherent   to   the   game,   which   is   furiously   working   toward   completing   and   publishing  the  research  players  wish  to  themselves  complete.     Each  player  begins  the  game  with  a  randomly  drawn  set  of  skills;  one  player  might   be  skilled  as  a  writer,  a  researcher,  and  a  programmer,  while  another  player  might   be   a   scientist,   a   designer   and   a   project   manager.   Nothing   in   the   game   absolutely   requires  any  given  skill,  but  having  the  right  skill  at  the  right  moment  will  save  you   time,  and  efficiency  is  paramount  to  success.  

 

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  The  board  players  are  presented  with  is  a  stylized  map  of  the  world,  around  which   they   must   navigate   their   pawns.   The   board   is   populated   with   two   kinds   of   items;   projects   and   data.   Five   projects   exist   in   this   area,   the   “timeline”,   at   any   given   moment,   representing   research   projects   the   team   is   currently   racing   to   complete   before  their  international  colleagues  (that  is,  before  the  game  system  itself  does  so).       On  his  or  her  turn,  a  player  spends  a  number  of  action  points,  moving  their  pawns   from   location   to   location   around   the   world,   collecting   coloured   data   cubes   as   they   go,   and   sometimes   sending   data   from   one   pawn   to   another.   The   “data   cubes”   that   the   players   collect   in   their   travels   represent   three   broad   categories   of   resources   necessary   to   research   projects   in   the   humanities;   text   data,   technology/code,   and   image  data.  These  cubes  are  an  absolute  necessity  in  the  completion  of  the  projects   in  the  timeline.     Each   project   has   multiple   stages   to   be   completed,   in   order,   each   of   which   requires   a   player   to   discard   zero   or   more   data   cubes   of   specific   colours,   and   spend   at   least   one   action  point.  If  a  player  lacks  one  or  more  of  the  skills  listed  as  being  necessary,  the   stage  costs  them  additional  action  points  to  complete.  Occasionally,  the  final  stage  of   a  project  is  geo-­‐specific;  that  is,  a  player  must  be  on  a  specific  board  space  in  order   to  present  the  research  at  a  conference  and  complete  the  project.    

 

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As  each  player  takes  his  or  her  turn,  time  advances  abstractly  via  a  card  drawn  from   the   Time   Deck.   Most   cards   in   the   Time   Deck   add   a   Time   Cube   to   the   oldest   project   in   the   Timeline.   When   any   timeline   project   is   fully   populated   by   time   cubes,   it   is   removed,   and   a   new   project   is   drawn   to   replace   it.   Projects   removed   in   this   way   are   scored  against  the  players,  representing  their  completion  by  other  researchers.     Occasionally,   time   cards   offer   the   players   a   bonus,   though   this   is   certainly   the   exception  and  not  the  rule.  Travel  Funding  allows  a  player  to  move  anywhere  on  the   board;   Hire   Experts   allows   a   player   to   ignore   any   skills   he   or   she   lacks   when   completing  a  project  stage.       In   order   to   emerge   victorious   as   a   group,   the   players   must   carefully   plan   how   to   most   efficiently   gather   and   trade   necessary   research   resources,   and   how   best   to   divide  up  the  task  of  finishing  the  projects  various  stages.       Testing   Testing  has  been  both  fruitful  and  rewarding.  Even  from  the  very  first  trial  games,   the  response  from  players  has  been  very  positive,  though  in  fairness  the  test  players   have  mostly  been  gleaned  from  a  pool  of  DH  grad  students,  whose  appreciation  for   the   subject   matter   may   influence   their   opinions!   We   were   quickly   able   to   address   issues   surrounding   game-­‐play,   things   like   speed   of   play,   appropriateness   of   opportunity  costs,  and  level  of  difficulty,  as  well  as  issues  surrounding  the  accuracy   of   the   reality   we   were   attempting   to   abstract,   things   like   skill   utility,   and   the   variety  

 

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of   potential   project   end-­‐stages.   As   it   stands,   the   game   balance   is   very   competitive,   guaranteeing   the   necessity   of   collaborative   cooperation   in   order   to   give   the   best   chance  of  success.     One  of  the  most  significant  issues  raised  by  our  testing  involves  the  players’  desire   for   the   projects   to   be   a   reflection   of   contemporary   research   being   performed   by   academics   around   the   world.   The   current   analogue   version   of   the   game   presents   several  roadblocks  to  making  this  a  reality.     The  first  potential  roadblock  involves  the  collection  of  an  appropriately  varied  and   representative   set   of   projects   to   include   with   the   game.   We   are   working   in   conjunction  with  Global  Outlook  ::  Digital  Humanities  [GO::DH]  to  contact  and  recruit   centres   of   DH   work   worldwide   to   participate   by   providing   us   with   some   project   specifications   so   we   may   include   them   in   the   game.   GO::DH   is   a   “Special   Interest   Group  of  the  Alliance  of  Digital  Humanities  Organizations”  whose  purpose  is  to  “help   break   down   barriers   that   hinder   communication   and   collaboration   among   researchers   and   students   of   the   Digital   Arts,   Humanities,   and   Cultural   Heritage   sectors  around  the  world.”     Second,  keeping  the  game  up  to  date  would  require  publishing  annual  updates  of  the   project   cards.   While   distributing   them   would   itself   be   a   bit   of   an   issue,   the   real   difficulty   lies   in   the   ongoing   collection   of   the   necessary   data   from   appropriate   institutions   and   individuals   around   the   world;   those   who   are   actually   doing   the  

 

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research.   As   well,   assuming   project   data   can   regularly   be   collected,   the   board   will   need   to   be   updated   to   accommodate   the   current   projects   being   used   in   the   game.   Both  these  concerns  could  be  overcome  via  the  distribution  of  printable  PDFs.       We   have   considered   re-­‐designing   the   board   in   a   much   more   abstract   way,   eliminating   the   need   for   geography   at   all,   but   hesitate   for   two   reasons.   First   and   foremost,   we   want   to   promote   the   international,   global   nature   of   Digital   Humanities   work,   and   removing   geography   from   the   game   rather   moves   in   the   opposite   direction.   Second,   interviews   with   play-­‐testers   indicate   that   a   good   amount   of   the   joy  of  playing  involves  the  “flying  all  over  the  world”  aspect  of  the  game.  Abstracting   that   risks   making   the   game   both   less   fun   (and   thus   less   likely   to   be   played),   and   potentially  more  difficult  to  learn  and  understand.       Digital  Version   With  our  proof  of  concept  well  in  hand  (but  anticipating  practical  difficulties),  one   avenue   we   are   considering   exploring   is   the   creation   of   a   digital   touch-­‐screen   version,  for  both  local  and  online  multiplayer  games.       With  the  help  of  GO::DH,  we  hope  to  recruit  international  research  organizations  as   participants   in   the   digital   game.   With   their   ongoing   participation,   the   digital   version   of   the   game   would   be   able   to   provide   players   with   up   to   date,   contemporary   DH   projects  currently  being  undertaken  in  all  corners  of  the  globe.    

 

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Figure   X   is   a   screenshot   of   the   current   state   of   digital   development.   The   move   to   digital   opens   up   a   lot   of   possibilities,   but   it   also   brings   with   it   a  great   many   hurdles,   not   the   least   of   which   is   simply   maintaining   the   challenging   balance   of   play   while   changing   a   host   of   game   mechanics   to   incorporate   things   like   suspending   games,   synching   turns,   player   discussion,   and   of   course   the   inclusion   of   actual,   contemporary  projects.     One  of  the  most  significant  challenges  requires  dealing  with  a  distinct  contraction  of   the   real   estate   available   for   information   display.   A   board   game   on   a   table   tends   to   sprawl,   making   every   bit   of   pertinent   information   available   to   the   players   simultaneously.   This   is   a   luxury   lost   in   translation   to   even   laptop-­‐sized   monitors,   and   one   that   is   certainly   lost   on   a   monitor   the   size   of   an   iPad.   Maintaining   an   uncluttered   feel   while   also   making   all   pertinent   information   available   in   an   instinctive,  easy  to  access  fashion  is  paramount,  and  difficult.     To   do   so,   we   deconstructed   the   game   into   discrete,   broad   function   categories;   the   board  and  its  components  (pawns,  data  cubes  and  pending  conferences)  the  players   and   their   unique   items   (skills,   data   cubes,   and   bonuses   conferred   by   time   cards),   and   the   timeline   (projects   available   to   be   completed,   their   stages,   and   the   necessary   data  and  skills  required  to  do  so).     The   board   is   a   permanent   layer,   and   the   other   two   categories   of   information   are   easily   accessed   via   a   quick   swipe,   creating   overlays   to   be   consulted   as   required.   A  

 

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system   of   clear,   easily   distinguishable   icons   representing   things   like   data   cubes,   pending   conferences   and   special   bonus   abilities   will   help   preserve   space   while   maintaining  player  understanding  at  a  glance.     There  remains  in  the  digital  version  of  the  game,  the  difficulty  of  how  to  incorporate   the   real-­‐world   projects   into   a   map   of   the   world   balanced   for   game   play.   Our   intention   is   to   begin   with   a   limited   number   of   juried   projects,   representing   what   we   consider   an   appropriate   international   distribution.   We   know   what   kind   of   information   we   need   from   each   project   to   accommodate   the   game   play   as   we’ve   designed  it,  and  this  test  set  of  projects  will  allow  us  to  begin  identifying  problems  in   the  collection  and  standardization  of  the  necessary  data.     Once   we’ve   established   a   procedure   for   the   reliable   collection   of   project   data,   we   will   publish   an   online   form   to   be   filled   out   by   prospective   participants,   allowing   the   process   of   incorporating   new   projects   to   be   automated.   Our   hope   is   to   attract   significant   enough   participation   to   provide   a   bank   of   projects   sufficient   to   offer   a   great   deal   of   variety   in   game   play,   with   each   game   a   snapshot   of   contemporary   Digital  Humanities  research  worldwide.     Over   time,   as   the   game   develops   into   a   significant   sort   of   repository   of   up   to   date   research   in   the   Digital   Humanities,   we   hope   it   will   encourage   an   increased   exploration  of  effective  interaction  in  a  community  of  non  gamers  by  more  readily   familiarizing  the  disparate  participants  with  one  another’s  work.  

 

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  Conclusion   In   his   2005   book   Why   Video   Games   Are   Good   for   Your   Soul,   James   Paul   Gee   argues   that   games   offer   “players   continual   opportunities   to   learn,   solve   problems,   and   become  more  skilled.  That  is,  indeed,  what  makes  [...]  games  fun”  (Gee,  2005,  p.  29).     While   play   as   an   exploratory   method   for   producing   new   knowledge   breaks   with   traditional   models   of   pedagogy   (Thomas   &   Brown,   2007),   Christopher   Butler   points   out  in  his  2012  essay  Playing  With  Data,  “play  is  our  first  tool  for  making  sense  of   the  world”  (p.  32).  A  game  like  ours  could  help  both  those  in  the  DH  community  and   the   general   public   become   more   familiar   with   important   interdisciplinary   work   being   done   worldwide,   and   in   times   of   shrinking   funding   for   the   humanities,   increasing  your  profile  is  a  good  survival  strategy  for  any  discipline.    

 

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References      

Butler,  C.  (2012).  Playing  with  data.  A  theory  of  amateur  information  design.  [Melbourne,  Vic.]:  Common   Ground  Publishing.  Print,  66(3),  32-­‐33.   Gee,  J.  P.  (2005).  Why  video  games  are  good  for  your  soul:  pleasure  and  learning.  [Melbourne,  Vic.]:  Common   Ground  Publishing.   Spiro,  L.  (2012).  ’This  Is  Why  We  Fight:’  Defining  the  Values  of  the  Digital  Humanities.  In  M.  K.  Gold  (Ed.),   Debates  in  the  Digital  Humanities.  U  of  Minnesota  Press.   Thomas,  D.,  &  Brown,  J.  S.  (2007).  The  Play  of  Imagination  Extending  the  Literary  Mind.  Games  and  Culture,   2(2),  149–172.  doi:10.1177/1555412007299458  

       

 

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