Playing Beowulf: Gaming the Library
玩贝奥武夫:图书馆游戏
基本信息
- 批准号:AH/M010201/1
- 负责人:
- 金额:$ 5.27万
- 依托单位:
- 依托单位国家:英国
- 项目类别:Research Grant
- 财政年份:2015
- 资助国家:英国
- 起止时间:2015 至 无数据
- 项目状态:已结题
- 来源:
- 关键词:
项目摘要
This project will develop a game-authoring tool based on the Anglo-Saxon epic poem Beowulf, for use by literature students, curators and library visitors. It will enable them to transform the poem into a digital game, interpreting the text into playable characters, landscapes and events. This will allow curators of literary treasures at the British Library to design digital game experiences of the Beowulf manuscript, the only copy of which is held at the British Library. It will also however allow visitors, students and schoolchildren to design their own games, thus producing an example of co-curatorship through a digital environment. The games will be screen-based, playable on computers, tablets and online. However, the use of arduino control boards will allow the game to control external environments and vice versa, allow the game events to connect with dramatic enactment of the poem by participants. This vision of 'gaming the library' will explore how literary treasures can be engaged with in dramatized library spaces connected to game environments.Beowulf is chosen for three reasons. Firstly, it was one of the first major digitisation projects of the British Library - so this project can extend its history of digital adaptation into forms of game narrative and dramatic action. Secondly, it belongs to a narrative tradition which has strongly influenced the videogame designs of the last twenty years: archaic and mediaeval-themed fantasy games often deriving from Tolkien's stories, themselves drawing on Old English and Scandinavian poems and sagas. For Anglo-Saxon scholars and HE English students, adaptation of Beowulf into a videogame opens up ways of reinterpreting the poem, and connecting it to contemporary popular cultural contexts. Thirdly, Beowulf is a popular text in translation for secondary schools at Key Stage 3. If students are able to explore the poem through drama and videogame design, they also will make connections between this archaic form of narrative and their own gaming cultures. They can also explore in close detail the narrative, and even selections of the original text, such as the ambiguous term 'aglaeca', used both of Beowulf and Grendel's mother, but often differently translated to signify hero in one case and monster in the other. This ambiguity can translate into morphing visual characters, shifting point-of-view, and even spoken dialogue in their game designs.The project is a collaboration between five partners. The Institute of Education's specialists in English, Drama and Media will lead, organising workshops for PGCE trainee teachers in drama and game design, and overseeing how those trainees replicate these experiences with their secondary school students. These activities will be supported by Anglo-Saxon scholars at UCL, who will also run workshops for undergraduates, and contribute to the scholarly effort to consider what game adaptation can contribute to the interpretation of Beowulf. The British Library will co-design the game-authoring tool, ensuring its suitability for curators and library visitors, and collaborating in the organisation of an international conference on Literature, Drama and Game at the BL's conference centre. They will also run Young Researchers game design workshops for London teenagers. They will also host a Digital Conversation on the use of games in libraries and the GLAM sector. The fourth partner is the University of Sydney, where specialists in educational drama and videogames will replicate the UK school workshops, and contribute to the interpretation of the pedagogic benefits of this activity. Finally, the National Museum of Computing at Bletchley Park will host two workshops using the tool with young people in an informal coding club. The objective here will be to link this kind of narrative adaptation to programming skills, asking how coding meets narrative: or more generally, how the pedagogies of the book arts meet those of computer science.
这个项目将开发一个基于盎格鲁-撒克逊史诗《贝奥武夫》的游戏创作工具,供文学专业的学生、馆长和图书馆访客使用。这将使他们能够将诗歌转化为数字游戏,将文本解读为可玩的角色、风景和事件。这将允许大英图书馆的文学宝藏馆长设计贝奥武夫手稿的数字游戏体验,该手稿的唯一副本保存在大英图书馆。然而,它也将允许游客,学生和学童设计自己的游戏,从而通过数字环境产生一个共同策展的例子。这些游戏将以屏幕为基础,可在电脑、平板电脑和网络上玩。然而,使用arduino控制板将允许游戏控制外部环境,反之亦然,允许游戏事件与参与者戏剧性的诗歌表演联系起来。这种“游戏图书馆”的愿景将探索如何将文学珍品融入与游戏环境相关联的戏剧化图书馆空间。选择贝奥武夫有三个原因。首先,它是大英图书馆的第一个主要数字化项目之一,所以这个项目可以将其数字化改编的历史扩展到游戏叙事和戏剧动作的形式中。其次,它属于一种叙事传统,这种传统对过去20年的电子游戏设计产生了巨大的影响:古代和中世纪主题的幻想游戏通常来源于托尔金的故事,它们本身也借鉴了古英语和斯堪的纳维亚的诗歌和传奇。对于盎格鲁撒克逊学者和高等英语学生来说,将《贝奥武夫》改编成电子游戏开辟了重新解读这首诗的途径,并将其与当代流行文化背景联系起来。第三,《贝奥武夫》是第三关键阶段中学翻译的热门文本。如果学生能够通过戏剧和电子游戏设计来探索这首诗,他们也会将这种古老的叙事形式与自己的游戏文化联系起来。他们还可以仔细研究故事的细节,甚至是原文的选择,比如“aglaeca”这个模棱两可的词,贝奥武夫和格伦德尔的母亲都用过,但经常被不同地翻译成一种情况下表示英雄,另一种情况下表示怪物。这种模糊性可以转化为视觉角色的变形、视角的转变,甚至是游戏设计中的口语对话。该项目由五个合作伙伴合作完成。教育学院的英语、戏剧和媒体专家将领导、组织戏剧和游戏设计方面的初级教育证书实习教师讲习班,并监督这些实习生如何将这些经验复制给他们的中学生。这些活动将得到伦敦大学学院盎格鲁-撒克逊学者的支持,他们也将为本科生举办研讨会,并为学术努力做出贡献,以考虑游戏改编对《贝奥武夫》的解释有何贡献。大英图书馆将共同设计游戏创作工具,确保其适合策展人和图书馆访客,并合作组织在BL会议中心举行的文学,戏剧和游戏国际会议。他们还将为伦敦青少年举办Young Researchers游戏设计研讨会。他们还将举办一场关于在图书馆和GLAM部门使用游戏的数字对话。第四个合作伙伴是悉尼大学,那里的教育戏剧和电子游戏专家将复制英国的学校研讨会,并有助于解释这一活动的教学效益。最后,布莱切利公园的国家计算机博物馆将在一个非正式的编程俱乐部举办两场讲习班,与年轻人一起使用该工具。这里的目标是将这种叙事适应与编程技能联系起来,询问编码如何满足叙事:或者更一般地说,书籍艺术的教学方法如何满足计算机科学的教学方法。
项目成果
期刊论文数量(8)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
International Handbook of Media Literacy Education
国际媒介素养教育手册
- DOI:
- 发表时间:2017
- 期刊:
- 影响因子:0
- 作者:Burn, A
- 通讯作者:Burn, A
Games, films and media literacy: frameworks for multimodal analysis
游戏、电影和媒体素养:多模态分析框架
- DOI:
- 发表时间:2017
- 期刊:
- 影响因子:0
- 作者:Burn, A
- 通讯作者:Burn, A
Discussing Identities through Game-Making: A Case Study
通过游戏制作讨论身份:案例研究
- DOI:
- 发表时间:2016
- 期刊:
- 影响因子:0
- 作者:De Paula, B
- 通讯作者:De Paula, B
Playing Beowulf: Bridging computational thinking, arts and literature through game-making
玩贝奥武夫:通过游戏制作架起计算思维、艺术和文学的桥梁
- DOI:10.1016/j.ijcci.2017.11.003
- 发表时间:2018
- 期刊:
- 影响因子:0
- 作者:De Paula B
- 通讯作者:De Paula B
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Andrew Burn其他文献
Making machinima: animation, games, and multimodal participation in the media arts
制作机器:动画、游戏和媒体艺术中的多模式参与
- DOI:
10.1080/17439884.2015.1107096 - 发表时间:
2016 - 期刊:
- 影响因子:0
- 作者:
Andrew Burn - 通讯作者:
Andrew Burn
Motivating maths? Digital games and mathematical learning
激励数学?
- DOI:
10.1080/14759390500200187 - 发表时间:
2005 - 期刊:
- 影响因子:0
- 作者:
Margaret Scanlon;D. Buckingham;Andrew Burn - 通讯作者:
Andrew Burn
Perspectives: A dialogue upon the question of value in film education
观点:电影教育价值问题的对话
- DOI:
10.18546/fej.02.1.06 - 发表时间:
2019 - 期刊:
- 影响因子:0
- 作者:
Alan E. Bernstein;Andrew Burn - 通讯作者:
Andrew Burn
A conversation about video game and virtual reality adaptations of canonical plays
关于视频游戏和经典戏剧的虚拟现实改编的对话
- DOI:
- 发表时间:
2023 - 期刊:
- 影响因子:0
- 作者:
R. Bushnell;Elizabeth B Hunter;Andrew Burn - 通讯作者:
Andrew Burn
The Case of Rebellion: Researching Multimodal Texts
叛逆案例:研究多模态文本
- DOI:
10.4324/9781410618894.ch6 - 发表时间:
2008 - 期刊:
- 影响因子:0
- 作者:
Andrew Burn - 通讯作者:
Andrew Burn
Andrew Burn的其他文献
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{{ truncateString('Andrew Burn', 18)}}的其他基金
Playing the Archive: memory, community and mixed reality play
玩档案:记忆、社区和混合现实游戏
- 批准号:
EP/P025730/1 - 财政年份:2017
- 资助金额:
$ 5.27万 - 项目类别:
Research Grant
Playful Shakespeare: games, drama and literature in education
俏皮的莎士比亚:教育中的游戏、戏剧和文学
- 批准号:
AH/J01236X/1 - 财政年份:2012
- 资助金额:
$ 5.27万 - 项目类别:
Research Grant
CHILDREN'S PLAYGROUND GAMES AND SONGS IN THE NEW MEDIA AGE
新媒体时代的儿童游乐场游戏和歌曲
- 批准号:
AH/G013640/1 - 财政年份:2009
- 资助金额:
$ 5.27万 - 项目类别:
Research Grant
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