GLAM Games: Gaps and Glimmers in the Visitor Experience

Earlier this month I was lucky enough to be able to speak together with the wonderful George Martin & Sophia Booij about escape rooms in the classroom at the GLAM Games conference to be held at UniSA on the 25th of September!

George, Sophia and I chatted about “Escaping the classroom” – engaging students with history. In this talk we spoke about our third year game design students who created an escape room designed to engage high school students with Ancient Egypt. Our amazing students then worked together with the Edmund Rice Flexi School to support the high school students to create their own escape room!

We spoke about the benefits of escape rooms for sharing knowledge and how their design connects to existing pedagogical theories. We also chatted about the advantage of escape rooms not only for those playing them, but also to those building them. It was an extremely engaging and interesting project and it was a joy to see our students grow not only as designers but as mentors throughout the experience.

Graphic Horizons Comics Symposium

On the 14th of September I was lucky enough to speak at the Graphic Horizons Comics Symposium. I was able to share some the work I carried out with David Blaiklock from UniSA around our Augmented Reality Comic project. We spoke about our project ‘Alice’, a digital comic incorporating an augmented reality application that depicts a deepening father/daughter relationship whilst on an Australian road trip. In merging the comics format with augmented reality, this comic facilitates deep engagement leveraging the multiple narrative perspectives & multisensory experiences typical of the comics form. However, extending it beyond its physical surface and primary story into multifaceted times and settings through AR, which the reader/viewer is able to choose, involves the reader/viewer even further in generating the narrative order and content. For example, not only is the reader/viewer is able to discover multiple hidden perspectives by seeing 360 degree imagery from the point-of-view of the character and alternate events, handwritten notes on maps, hear recordings of voices and sound and view video in response to their own physical interactions with the comic, they are also able to manipulate these through elements of game play. This paper will introduce this recent intermedial Australian comic to the audience and explain how and why we took the approach to the comics form that they did to tell this story.

The symposium was a really great opportunity to connect with people from the comics space in a friendly and inspiring setting. I saw some really great presentations and it was so nice to explore a new academic area – comic people seem great! 🙂 Thanks so much to those who organised and took part in the symposium, and for being so supportive and welcoming!