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Locative Games for Cultural Heritage

Periodic Reporting for period 1 - LoGaCulture (Locative Games for Cultural Heritage)

Reporting period: 2023-04-01 to 2024-03-31

LoGaCulture aims to explore how locative games can promote and preserve Europe's cultural heritage. Europe has many cultural heritage sites, each with unique stories and significance. However, these sites face challenges such as climate change, overtourism, accessibility issues, and attracting diverse, significantly younger audiences. Traditional interpretations do not always capture and speak to engage young and diverse varieties of visitors.

By uniting experts in digital locative experiences and cultural heritage institutions, the project seeks to:

Gather Evidence and Innovate: Assess how locative games can drive innovation in the heritage sector and enhance engagement. Identify best practices for creating immersive experiences.
Design and Develop Frameworks: Create design, ethical, and technological frameworks to support sustainable deployment of locative games. Ensure these games integrate well with existing visitor structures and enhance traditional interpretation methods.
Collaborate with Heritage Institutions: Align solutions with the objectives and priorities of Europe's cultural heritage institutions to ensure long-term sustainability.
Enhance Visitor Experience: Use innovative locative games to offer immersive storytelling, interactive experiences, and exploration opportunities, allowing visitors to uncover hidden aspects of heritage sites.
LoGaCulture will develop design guidelines, ethical frameworks, and technological solutions for locative games. The project will pilot test prototypes with heritage institutions at Avebury Stone Circle and Neolithic Landscape (UK), Madeira's natural heritage (Portugal), The Battle of the Boyne & The Hill of Tara (Ireland), and The Senckenberg “Museum for Tomorrow” (Germany).

LoGaCulture will provide training and support for heritage professionals, game developers, and stakeholders to ensure sustainability. This includes workshops, seminars, and online resources to build skills in designing and managing locative heritage experiences. The project will disseminate findings through academic publications, conferences, and online platforms to revolutionize how people experience European cultural heritage through locative games.
A comprehensive review of locative game authorship and mixed reality game creation was conducted in the research phase. This included defining authoring tools, reviewing academic literature and technology, and holding workshops to present past work and tools. An experiment surveyed mixed reality game players and designers to inform technology requirements. Meetings with cultural heritage partners helped incorporate their experiences and priorities into the research. During the initial exploratory phase, data from experiments and secondary research were analyzed to highlight design principles for locative games and authoring technology requirements. Tools for data collection and an initial design for a modular framework for mixed reality experiences built as a Unity 3D plugin were developed.

LUTE (LoGaCulture Unity Toolkit and Engine) was released as version 1.0 and will be tested by 10 designers, creating an anthology of games for a longitudinal study of mixed reality design practice. LUTE is a technological framework for developing locative heritage games. Currently in its first version and undergoing rigorous testing, LUTE offers a modular design and accessible authoring tools for game designers and field professionals. It supports creating immersive and interactive experiences widely adopted across the cultural heritage sector.

NATURE: CULTURE PROBES, a novel toolset comprising Postcards and Sensory Maps, was designed to capture visitor experiences at the heritage sites. Probes were designed for and deployed at the Levadas and the Avebury Landscape and adapted to Tara Hill and Battel of Boyne sites. The collected data results inform the site locative games interventions and system design.


Research into immersion and presence concerning heritage artifacts was conducted, proposing integrated interaction patterns. The study also addressed the risks of immersive technology and the concepts of presence and immersion with cultural heritage artifacts.
LoGaCulture has developed specialized tools for heritage-specific field research. In the project's initial phase, cultural probes were created and applied to collect data and test new approaches to visitor experiences at cultural heritage sites. These probes gather nuanced data on visitor interactions, providing valuable insights beyond traditional survey methods. This helps researchers understand the complex interplay between natural and cultural elements at heritage sites, leading to more informed conservation and engagement strategies.

Another essential contribution of LoGaCulture is a heritage and storytelling board game. This game is a knowledge collection and educational tool and engages diverse audiences in cultural heritage narratives. It facilitates interactive learning, fostering a deeper understanding of heritage contexts and making it more accessible and appealing to new audiences.

The project also comprehensively reviewed existing literature on immersion and presence in cultural heritage settings. This review identified multiple interpretations of these concepts and how they map to different goals and evaluation methodologies. The findings provide a solid foundation for developing more effective immersive experiences that align with heritage conservation and education aims.

Additionally, LoGaCulture reviewed game mechanics and narrative conventions relevant to locative heritage games. This review highlighted best practices and innovative approaches for integrating gameplay with historical narratives, ensuring such games are engaging and educational. The insights from this review will inform future locative game development, enhancing cultural heritage site interpretation.
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