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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Games as Hybrid Museum Kits</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dimitra Petousi</string-name>
          <email>dpetousi@athenarc.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Akrivi Katifori</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Angeliki Chyrsanthi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Katerina Servi</string-name>
          <email>katservi@gmail.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pantelis Sakellariadis</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yannis Ioannidis</string-name>
          <email>yannis@di.uoa.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ATHENA Research Center</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Cultural Technology and Communication, University of the Aegean</institution>
          ,
          <addr-line>Mytilene</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Informatics and Telecommunications, National Kapodistrian University of Athens</institution>
          ,
          <addr-line>Athens</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>06</volume>
      <issue>2022</issue>
      <abstract>
        <p>“Role-playing games” refer to “the multiple styles of play activities revolving around the rule-structured creation and enactment of characters in a fictional world”. Role-play, combined with storytelling is a natural part of human development and RPGs have the potential to expand the afective, cognitive, and behavioral skills of players. In this work we discuss tabletop RPGs as museum kits to promote historical understanding, meaning making and empathy in the informal learning context of cultural heritage.</p>
      </abstract>
      <kwd-group>
        <kwd>role playing games</kwd>
        <kwd>storytelling</kwd>
        <kwd>cultural heritage</kwd>
        <kwd>museum kit</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Adrahamson mentions that it “contributes to re-experiencing one’s own heritage” [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], described
it as an essential form of human learning, promoting meaning-making through the “imaginative
state” it establishes [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. At the same time social interaction and social processes have been
recognized as an important factor to learning, in general, and collaborative learning in particular
[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], with these benefits also explored for CH [ 8, 9]. Interactive storytelling and sociality are both
integral elements of TRPGs. Although diferent forms of digital storytelling have been widely
explored for CH, there is significantly less research on the potential of the more interactive and
emergent narrative genres, especially when they are delivered as social experiences.
      </p>
      <p>In this work we discuss the social, storytelling and role-playing aspects of TRPGs as means to
promote historical understanding, meaning making and empathy in the informal learning CH
context. Informed by existing literature, we attempt to identify opportunities and challenges of
a TRPG-based approach for heritage, and we make an efort to conceptualize a TRPG-based
hybrid (digital and physical) museum kit that addresses these challenges through meaningful
integration of digital elements.</p>
      <p>Sections 2-4 discuss TRPGs as storytelling, learning and heritage related practice. Section 5
focuses on the challenges of a TRPG approach for heritage whereas Section 6 proposes a hybrid
museum kit concept to address these challenges. Section 7 concludes the paper.</p>
    </sec>
    <sec id="sec-2">
      <title>2. TRPGs as a storytelling practice</title>
      <p>RPGs fall under the interactive storytelling genre, where the player/reader is ofered at specific
points key choices as to how to advance the plot. TRPGs are games for groups of 2-8 players. One
of the players assumes the role of the game master (GM), who is at the same time the storyteller
and facilitator of the game. The game consists of specific elements: 1) the game system, a
set of rules (game mechanics) which determine the gameplay and the level of success of a
character’s actions, 2) character creation: building or selecting a character type and customizing
its characteristics which define how successful a character is likely to be at a task, 3) open-world
interaction, 4) adventure story: The GM is responsible for creating or selecting the adventure
story that the players will follow as their selected characters. A GM narrates the story and plays
the roles of all non-playing characters (NPC) that appear and interact with the players. The
players are guided by the GM to collectively influence the storyworld and plot. The players are
most often collocated around a table or playing remotely using teleconferencing tools. Apart
from the jointly created story, constituted by talk between GMs and players, often supporting
props are used like character sheets, miniatures, rule books, or maps.</p>
      <p>One of the key features of TRPGs is immersing players in interactive story worlds and
involving them in collective decision making for non-trivial challenges [10]. Crawford [11]
suggests that an interactive plot should concern choices that characters make, either dramatically
salient ones or less obvious ones that establish character. Katifori et al. [12] highlight the
importance of interactive digital storytelling to promote engagement in a CH context.</p>
      <p>Having examined the spectrum of RPGs as a form of emergent interactive storytelling,
researchers confirm their potential to expand the afective, cognitive, and behavioral skills of
players [13, 14]. According to O’Brien et al. [15] Taxonomy of educational games, RPG seems
more likely to support a wide range of educational objectives than many other games.</p>
    </sec>
    <sec id="sec-3">
      <title>3. TRPGs as learning practice</title>
      <p>
        Daniau [16] discusses the potential of RPGs for learning and personal transformation. Playing a
role gives the chance to live diferent lives and have experiences unlike the ones one might have
on their own. Participants will remember their experiences as if they have happened to them,
in a form of personal storytelling [17]. This activity promotes understanding of others’ unique
points of view, and allows players to practice social-emotional learning (SEL) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], including
creativity, collaboration and team building [16] and better understand their reality [13, 18].
      </p>
      <p>Daniau [16] proposes a learning framework for RPGs based on the diferent levels of reality
experienced by participants, namely: the character, the player, the person, and the human. The
“Character” aspect refers to learning themes related both to the story, atmosphere, and shared
experience as well as the proposed storyworld, including, geography, history, population, and
cultures. “Player” focuses on essential or basic skills relevant to communication, planning and
decision making, whereas “Person” refers to soft skills related to small-group dynamics, role
taking, desire to discover, critical thinking, collaborative creation, distancing, and empathizing.
Finally, she defines the “Human” dimension, which includes skills emerging from transformative
learning, such as the evolution of meaning and maturation through awareness, emancipation,
empowerment, and community [16].</p>
    </sec>
    <sec id="sec-4">
      <title>4. TRPGs as heritage practice</title>
      <p>
        Approached from the angle of heritage studies, RPGs can elicit meaningful heritage experiences
through: (1) representation of historical environments populated by historical characters. (2)
ifrst-person audience, which makes the player/reenactor look through the eyes of the enacted
role and feel as though experiences in a role-playing game happened to them (experience taking)
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] (3) afordances for meaningful engagement with tangible and/or intangible heritage [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
and (4) instilling in the players particular values, beliefs, mindsets, and behaviors that promote
empathy - including for people of other historical contexts.
      </p>
      <p>Endacott and Brooks [19] describe a model for historical empathy, which is composed of
three main elements: historical contextualization, perspective taking and afective connection.
Historical contextualization refers to learning and understanding historical facts in their wider
historical context. The perspective-taking concept refers to aspects related to critical reflection,
especially in relation to developing an understanding of diferent views and perspectives in
relation to the specific historical topic. Lastly, the model of historical empathy aims to facilitate
a cognitive process that leads to an afective connection with historical facts and figures in
order to better understand and contextualize past events, social issues, experiences, and actions.</p>
      <p>Applying an RPG approach in CH by using a historical setting as a basis for the storyworld
and adventures may harness the transformative power of RPGs to promote historical empathy.
Revisiting Danau’s framework [16] (Section 3), the “Character” dimension of the game directly
addresses the objective of historical contextualization, whereas the “Player” and “Person”
contribute to perspective taking. Finally, the “Human” dimension may promote a deeper
afective connection with heritage, transforming the player’s beliefs and values and contributing
to a deeper understanding of human nature, grounded on the history of our culture.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Challenges of TRPGs for heritage</title>
      <p>TRPGs may have potential for CH, however there are several significant challenges in their
application, related to, both at a cultural institution premises and as a virtual experience for
remote visitors.</p>
      <p>Complexity and duration of the game. Creating and playing a TRPG adventure requires
time and efort from both the GMs and the player group. The GM needs to conceptualize and
prepare the adventure, including story, setting, NPCs, etc. It may require long preparation and
research, even world-building, understanding or adjusting the rule system, and also adjusting
the story to the characters the players selected. The GM needs to have pre-existing experience
with the game for these processes to complete quickly and smoothly. For players, it takes time to
understand the setting and the rules and create and adjust their character. Adventures regularly
span across several game sessions of many hours each. This long term play is one of the main
elements that make the game so immersive and realize its strong learning and transformative
potential. In this sense, it is challenging to adjust this type of game as an educational activity
in the museum. Perhaps building such games around Jenkins’ notion of “evocative spaces”
[20], which refers to storyworlds or narrative genres that most people are to an extent already
familiar with, is a possible route to overcome such obstacles.</p>
      <p>Considering historical accuracy. The application of a TRPG approach in CH should be
informed by the crucial need to leverage historical accuracy with player engagement. When
GMs are preparing a new adventure they need to be knowledgeable and aware of the historical
setting in order to create an imaginary story and characters which are consistent with the
specific setting.</p>
      <p>Managing dificult themes . GMs are often faced with the challenge of tackling dificult
issues within the narrative and finding the right balance between creating a challenging setting
and overwhelming or shocking their players with the strong representation of dark or dificult
themes. Similarly when it comes to dark or dificult heritage, an equilibrium between presenting
historical evidence, interpreting, understanding, and disseminating unbiased and multivocal
aspects of the past in a considerate and respectful way to the individual players is important to
avoid possible negative psychological efects. Thus, awareness and careful planning is required
both during the overall game design and on the part of the GM while preparing an adventure.</p>
    </sec>
    <sec id="sec-6">
      <title>6. A TRPG-based hybrid museum kit</title>
      <p>For the implementation of a TRPG approach in CH, not everyone is going to be familiar with
the concept of TRPG, and, more importantly, be able to assume the demanding role of the GM.
An important part of the approach should be to support new and inexperienced GMs to manage
the game session. The GM should be supported to understand the elements of the world, the
mechanics, how to resolve challenges, etc. and to create and manage their own story. This can
be done by providing easy how-to guides, pre-made settings and adventures, templates for the
NPC characters, pre-made props etc.</p>
      <p>This material may be organized and ofered as a hybrid (digital and physical) museum kit.
Museum kits include multifaceted materials that can be provided to schools and readily support
the teaching / curriculum on a specific subject [ 21]. A digital museum kit could provide
specialized materials and resources, both physical and digital, including booklets and other
printed material, digital multimedia like images and videos, simple physical or digital games,
copies of museum artifacts, etc. A TRPG-based museum kit could combine material to support
the game preparation and play, including the game rulebook, the setting, adventure stories,
character kits for player and NPC characters, etc.</p>
      <p>Typically, TRPG game adventures are designed with varying degrees of dificulty, based on
the player experience and their character level in the game. Following the same principle, the
kit could ofer adventure scenarios in diferent dificulty levels, so that the educator can select,
along with the GM, the most appropriate ones. For example, a historical subject (i.e. WWI)
could be divided into an x number of scenarios of increased complexity and dificulty, requiring
the combination of skills and cooperation of players to complete the mission or task.</p>
      <p>The use of innovative technologies could be instrumental in complementing the physical
material ofered through the kit with a variety of digital tools.</p>
      <p>Computer-based RPGs ofer two main advantages in comparison with TRPGs as they ofer (1)
a vivid visual representation of the historical setting that promotes immersion and engagement
and (2) the possibility for automated resolution of fight scenes based on the game rules and
character statistics. To this end, computer-based RPGs could be repurposed to support TRPG
gameplay. The GMs could be ofered the possibility to create their own settings within a
computer-based RPG, by customizing the space itself and the NPC appearance, characteristics
and behavior. In this way, parts of the adventure could take place in a VE, promoting immersion,
engagement and also alleviating the need to resolve conflicts by applying the rules, as the
computer game system could handle this resolution. The user of immersive VR equipment
may further promote engagement by allowing the players to immerse themselves in the game
world. A VR-based approach can support the need for more direct and immersive tabletop RPG
gaming in the case of remote playing, a need that became all the more pronounced during the
COVID-19 pandemic.</p>
      <p>Augmented reality can also be used to support engagement, by bringing to life “virtual
scenery, creature, character and prop models”, as in the example of the Ardent Roleplay app
[22]. Chatbot-based tools could be used to support the GM in organizing and running the game
session or lead a post-game debriefing session. A very common interaction between players
and GMs is the clarification of rules such as “what is the rule on X?”, “can I dodge this attack?”,
“can I use this type of weapon?”. This role could be filled by a chatbot or a straightforward
question answering system, implemented on a smart device or computer. Another common
interaction is the explanation of the world, its background and settings. A chatbot could again
be used to provide in-game information, such as the economy of the world, the political system
etc. The bot could assume the personality of an NPC to provide this information in a more
immersive way. Multiparty bots as dialogue facilitators have been applied in an educational
context [23, 24] and they could also be ofered as part of the kit. Such a bot could lead the
players in post-game conversation, discreetly guiding joint reflection and meaning making
through dialogue, to consolidate the learning outcomes.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions and future work</title>
      <p>In this work we present our vision for a TRPG-based museum kit with the objective to harness the
potential of RPG to promote historical understanding, meaning making and empathy in cultural
heritage. TRPGs are a complex type of game, and its adaptation to the specific context is not
straightforward, requiring multidisciplinary cooperation in terms of design and implementation.</p>
      <p>We aim to explore further the needs of a hybrid TRPG-based museum kit working closely
with museum professionals, educators and other heritage experts as well as experienced GMs,
towards prototypes to be iteratively co-designed and tested. However, going a step back, there
is a need for targeted studies with TRPG GMs and players, to identify the function of specific
TRPG game mechanics. This understanding may lead to the creation of guidelines and best
practices on the application of the game for heritage. Although the application of a TRPG
based approach in a cultural heritage context in the form of a hybrid museum kit may pose
significant challenges, we believe that these may be addressed through a multidisciplinary
approach grounded on co-design principles</p>
    </sec>
    <sec id="sec-8">
      <title>Acknowledgments</title>
      <p>This research has been held in the framework of the project ”Aria –Augmenting the Reception
of music through Innovative solutions and Archives” with the code T2EDK-02084 supported
by EU and National Greek funds under the General Secretariat for Research and Innovation
funding programs.
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    </sec>
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