Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft
Abstract
:1. Introduction
2. Heritage Communication Based on World-Simulation Videogames
2.1. Serious and Commercial Videogames Related to Cultural Heritage
2.2. Simulation Videogames for Heritage Communication
- i.
- Immersion: Capacity to Foster Game Reengaging in a Free-Choice period. The linkage of players and our built environment through videogames is sustained by the capacity to provide immersive experiences. The illusion of non-mediation between players and content provides a strong sense of presence [52,53]. Studies such as [54,55] have defined that a system is more likely to be immersive depending on in its capacity of graphic representation. However, the immersive dimension, as examined specifically for a virtual context by [56], requires graphic representations to be complemented with the emotional and narrative elements of the game world. These elements are not only directly linked with visual perception but also with the capacity of videogames to hold flexible stories, adapting to the players characteristics and interests (from gender and age segmentation to personalized content adaptation based on Artificial Intelligence algorithms [57,58].
- ii.
- Intrinsic motivation: Capacity to Satisfy Psychological Needs and Thus Affects players’ well-being. Co-linear to the sense of presence is motivation, defined as the disposition to strive for a certain kind of satisfaction or desire [7,59]. Within the self-determination theory (STD) [60], motivations are classified as extrinsic and intrinsic, and represent the difference between “playing because you want to” (intrinsic) versus “playing because you must” (extrinsic). Factors that influence extrinsic motivation such as rewards, pressures, or evaluations [25] are mainly set externally in controlled environments to access desired end states or avoid aversive ones [26]. In this paper, we limit our analysis to intrinsic motivation.
- Competence, as the need for challenges and efficacy. Videogames have evolved to empower players with the capacity to act in the real-world by providing gaming experiences with flexible challenges, steady positive feedback, and game controls readily able to be mastered.
- Autonomy, as the need for players to commit themselves to a particular course of action (volition) and to create and direct actions for a given purpose (personal agency). Over time, videogame developers have broadened game designs and environments to increase the dimension of personal initiative by providing flexibility of goals, increasing the sense of choice and freedom in game actions.
- Relatedness, as the need to connect with others, fostering social interaction. Closely related with the arrival of the internet, videogames are increasingly providing new platforms to gather players in a shared environment, providing the opportunity to compete and cooperate.
- iii.
- Fidelity On Simulations: Capacity to Represent the Real-World (Historical Built environment) and its Interactions. Fidelity within the field of computational modelling is usually understood as the accuracy of the representation of an object of interest when compared to the real world. The concept has been primarily linked to the graphical (geometrical and radiometrical) accuracy of the represented scenario; however, studies such as [63,64,65] have proposed more effective ways to describe fidelity in simulations—translate the focus from a photorealistic representation to interactive and multidimensional data, and integrate real-world characteristics beyond the visible data. Fidelity, under this perspective, includes the concepts of functional characteristics, and the quality of data in terms of the characteristics and the richness of the narrative.
3. Minecraft for Built Heritage Communication
- i.
- Analysis of Immersion in Minecraft. Minecraft immersion is achieved primarily by a balanced relationship in the freedom of decision-making, the openness of path finding, and the autonomy in motion control. These interrelations respond to the immersion within the illusion of intelligence [37,60] and soften the learning curve [70].
- ii.
- Internal Motivation in Minecraft.
- a.
- Need for Competence. One of the main concerns of videogame developers continues to be the achievement of a correct balance between the player skills and the game’s challenges. In the case of Minecraft, the sense of efficacy is promptly achieved by the reasonable relationship between the wide range of activities available; the effort expended in basic tasks such as moving, crafting, exploring; and the tangible results of those actions (e.g., built a house, farm the land, etc.).
- b.
- Autonomy Need. Minecraft is a sandbox (free-roaming) game, providing multiple opportunities of action without restrictions in terms of time limits, checkpoints, or locked areas. The non-linear nature of Minecraft, in contrast to a progression-style game, allows players to have full access to the virtual world while having total freedom in in-game choices. This is complemented by the influence of action, affecting both the story level and the virtual world, giving as a result the feeling of “being in control of the game” [54,57]. Moreover, the self-authorship in Minecraft is carried to a higher level than conventional sandbox videogames. Players are not only able to shape the game’s narrative but can modify (re-code) the game script according to their interests or implement pre-built packages to customize their experiences.
- c.
- Relatedness Need. The capacity of Minecraft to be played in single and multi-player mode provides a strong opportunity for engaging in social interactions and for the creation of virtual communities. Contrary to videogames with solely competitive multi-player modes, Minecraft multi-player mode allow users to play in a cooperative form (co-op). This feature enables teammate players from all around the world to share and cooperate towards a common goal.
- iii.
- Fidelity On simulation. Minecraft balances a considerable capacity to represent and combine complex elements of the real world with the reduction of the geometrical complexity of that world, defined by a certain level of abstraction.1 The level of abstraction in Minecraft, in terms of built environment representation, is characterized by a varied selection of materials (including vegetation elements and items) commonly found in the real-world. A voxelated environment, consisting of cubes of 1 m3, together with the addition of texture and metadata of a wide range of materials and objects, turns Minecraft into a powerful channel to represent both geometry and the qualitative properties of the built environment, bringing together both the real site being represented and the unique look of the platform, which immediately brings to the viewer the idea of play, while providing an opportunity for learning.
4. Discussions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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1 | The term “level-of-abstraction”, and not “Level of detail (LoD)”, is used because LoD is closely related to the scale concept, and the scale in the videogame Minecraft is invariably 1:1. |
Video Game | No. of Entries | Description + Uses beyond Entertainment |
---|---|---|
Minecraft | 118 | Developed by Mojang (currently owned by Microsoft), this videogame has been largely used as an education and communication vehicle in cultural projects. Since 2015, the Tate Gallery has recreated in Minecraft some of its most well-known paintings [41], allowing players to delve into the real-life places these selected paintings represent (Figure 1). Project Value, conducted from Leiden University in 2015, attracted the attention of archaeologists and historians in the use of Minecraft not only for public outreach and education, but for research on evidence-finding [42]. Project consisted on co-rebuilding the recently destroyed Temple of Bel, in Palmyra, based on 2D maps, and included an eager cohort of 40 people. |
Assassin’s Creed | 14 | Developed by Ubisoft, this videogame is set in a semi-open environment. It highlights a graphically engaging representation, linking both built environment and narrative. Assassin’s Creed has been re-used as reference for subjects of History in different education levels [43]. The game was also studied as classroom learning tool for a large sample of high school students [44]. |
Second Life | 13 | Claimed not to be a videogame by its developer, Linden Lab, this virtual world allows the virtual representations of users, and the exploration and interaction with the built environment. SL has been applied on the development and evaluation of learning environments, exploring the capacities to host group work and peer to peer interaction [45]. Universities of Ioannina and Patras (Greece) joined efforts to take advantage of Second Life for STEM education objectives, specifically in problem-based physics learning activity [46]. |
Terraria | 1 | This Sandbox model videogame, developed by Re-logic, features digging, fighting, and building in a 2D environment. Terraria has supported studies on human behavior [47] based on its capacities of interaction between character and virtual game world. Despite its limited 2D representation, there is large informal integration of Terraria in the classroom, documented thought High School and University blogs and forums (e.g., https://www.reddit.com/r/Terraria/comments/5mzxqs/terraria_in_the_classroom/). |
Unearthed | 1 | Developed by Semaphore, its release was criticized by videogame experts and users because of its frequently broken gameplay mechanics, and bulky animations. However, its capacity to link game narrative and historical events has risen attention for its reuse beyond entertainment. Its reliable source of information when setting the environment has promoted its analysis as potential resource for the study of history [48]. Since it is the singular case of an autochthonous Arab-developed videogame, it has been considered on its efforts to demonstrate the multiculturalism within the Arab identity [49] |
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Garcia-Fernandez, J.; Medeiros, L. Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft. Heritage 2019, 2, 2262-2274. https://doi.org/10.3390/heritage2030138
Garcia-Fernandez J, Medeiros L. Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft. Heritage. 2019; 2(3):2262-2274. https://doi.org/10.3390/heritage2030138
Chicago/Turabian StyleGarcia-Fernandez, Jorge, and Leonor Medeiros. 2019. "Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft" Heritage 2, no. 3: 2262-2274. https://doi.org/10.3390/heritage2030138
APA StyleGarcia-Fernandez, J., & Medeiros, L. (2019). Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft. Heritage, 2(3), 2262-2274. https://doi.org/10.3390/heritage2030138