Meghdoot: Using new technologies to tell age-old stories
Lead Research Organisation:
University of Stirling
Department Name: School of Art
Abstract
The games industry in India is still very much in its infancy. Research in this area is overwhelmingly dedicated to videogames in e-learning contexts, or at most to mobile gaming, an inevitable phenomenon given the deep penetration of mobile phones in India. Despite the exemplary progress in areas of computing, programming and even animation there are still no major or independent game companies or developers creating games that compete on a global level. Meghdoot: Using new technologies to tell age-old stories is a project that will be based around a prototype of a game Meghdoot that was developed in the first phase of the Unbox Fellowship. Meghdoot draws on features of Indian culture such as gestural movements from Indian dance in gameplay and is inspired by using narrative structures drawn from Indian mythology, making a conscious choice to move away from Anglo-Saxon linear sequences in the game's design and deploys an aesthetic that is inspired by Indian heritage artefacts but does not resort to usual tropes of the exotic or the oriental. Meghdoot will fall into the increasingly popular category of 'serious art game'
Using Meghdoot as a cornerstone of this research, this project will explore what it means to create an 'Indian' videogame and how viable it is in local and global markets. To this end, surveys of videogame players, developers and funders both in India and abroad will be used to provide empirical data to underpin these assumptions. The scope of these investigations will be broadened by investigating how such a game might be used in educational institutions in order to 'gamify' the learning experience.
The game will also be used as the basis for a testbed for educating players in basic programming, in order to create very simple 3D controllers that can be used in the game. In order to do this effectively, empirical research will be conducted into levels of literacy required to acquire simple digital skills—a feat that has been made infinitely more cost-effective and feasible by the introduction of such mini computers as the Raspberry Pi on the market. Future prospects for this research involve modelling artefacts within the game on heritage artefacts from museums, thus providing alternative channel of interpretation for the cultural heritage sector in India, which till date has been quite conservative and prescriptive. Research from this project will also be used to explore the potential for a mobile games van that can bring console games to rural areas, and introduce users to simple digital making skills to create artefacts that can be used in-game.
Using Meghdoot as a cornerstone of this research, this project will explore what it means to create an 'Indian' videogame and how viable it is in local and global markets. To this end, surveys of videogame players, developers and funders both in India and abroad will be used to provide empirical data to underpin these assumptions. The scope of these investigations will be broadened by investigating how such a game might be used in educational institutions in order to 'gamify' the learning experience.
The game will also be used as the basis for a testbed for educating players in basic programming, in order to create very simple 3D controllers that can be used in the game. In order to do this effectively, empirical research will be conducted into levels of literacy required to acquire simple digital skills—a feat that has been made infinitely more cost-effective and feasible by the introduction of such mini computers as the Raspberry Pi on the market. Future prospects for this research involve modelling artefacts within the game on heritage artefacts from museums, thus providing alternative channel of interpretation for the cultural heritage sector in India, which till date has been quite conservative and prescriptive. Research from this project will also be used to explore the potential for a mobile games van that can bring console games to rural areas, and introduce users to simple digital making skills to create artefacts that can be used in-game.
People |
ORCID iD |
Padmini Ray Murray (Principal Investigator) |
Publications
Padmini Ray Murray
(2015)
Making Culture: Locating the Digital Humanities in India
in Visible Language
Title | Meghdoot |
Description | A prototype of a Kinect-based videogame, with two playable levels. |
Type Of Art | Artefact (including digital) |
Year Produced | 2013 |
Impact | 'Meghdoot' has received recognition for its unique aesthetic influenced by the context it was developed in, as well as its gameplay. It has also enabled its coding team at Quicksand (the Indian partners) to gather experience and expertise to build a larger, commercial game entitled Antariksha Sanchar, which is slated for release later this year. |
Description | The findings of this research demonstrate that cultural specificity can be both a useful context as well as an inspiration for creating independent videogames in India. |
Exploitation Route | I hope that my findings will encourage independent game designers to draw on local contexts for content and encourage academics to do more research on the burgeoning video game scene in India. |
Sectors | Creative Economy,Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections |
Description | It has been used as the basis of the creation of a new game by Quicksand, entitled 'Antariksha Sanchar' which will be released commercially at the end of April this year. |
First Year Of Impact | 2013 |
Sector | Digital/Communication/Information Technologies (including Software),Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections |
Impact Types | Cultural |
Description | Asia Programme 2016 Education Cooperation China and India |
Amount | € 41,000 (EUR) |
Organisation | Centre for International Mobility |
Sector | Public |
Country | Finland |
Start | 09/2016 |
End | 08/2018 |
Title | Survey |
Description | Survey of videogame players in India |
Type Of Material | Database/Collection of data |
Provided To Others? | No |
Impact | A deeper understanding of the sort of expectations videogame players have in India regarding the sort of narrative that attracts players. |
Description | DIG_IN: Digital Humanities Education Initiative Finland-India |
Organisation | University of Helsinki |
Country | Finland |
Sector | Academic/University |
PI Contribution | I have delivered a talk at a symposium organised by our research partners in Helsinki, and am working with them to implement an online module about videogames, digital humanities and cultural contexts which will be open to the public. |
Collaborator Contribution | The research partners at HY have organised the initial symposium on the 29th of May, 2017. |
Impact | NA |
Start Year | 2016 |
Description | Exhibiting at Alchemy |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Public/other audiences |
Results and Impact | Members of the public playing the game helped to demonstrate levels of engagement with the game. It was useful to find that the game appealed cross-generationally, as well as to both men and women. |
Year(s) Of Engagement Activity | 2013 |
URL | http://creativeconomy.britishcouncil.org/blog/13/04/16/unbox-alchemy-social-design-india/ |
Description | Exhibiting at games conference |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Public/other audiences |
Results and Impact | Around 35 members of the public played the prototype of the game exhibited at GameCity -- most then agreed to feed back on a very brief exercise that asked them what the look and feel of the game evoked, in keeping with the cultural specificity brief that the game was built around. Feedback was useful in understanding public perception of the game, and also for gauging level of difficulty for players. |
Year(s) Of Engagement Activity | 2013 |
Description | Global Game Jam, Bangalore |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Industry/Business |
Results and Impact | Gave a talk to Global Game Jam participants before the event on the role of narrative in designing games, which encouraged some participants to use the sort of applications and programmes I had mentioned in my talk in the creation of their games over the duration of the event. |
Year(s) Of Engagement Activity | 2015 |
URL | http://globalgamejam.org/2016/jam-sites/ggj-bangalore |
Description | Speaker at games residency (Khoj) |
Form Of Engagement Activity | Participation in an activity, workshop or similar |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | Talk engaged and inspired participants at the workshop to reflect on their practice. Helped facilitate conversations between myself and other speakers that might result in new projects. |
Year(s) Of Engagement Activity | 2014 |
URL | http://www.khojworkshop.org/event/12452 |