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.

Publications

10 25 50
 
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