Académique Documents
Professionnel Documents
Culture Documents
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Contents
1 List of participants 3
2 Abstract 4
3 Narrative 5
3.1 Enhancing the humanities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3.2 Environmental scan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.3 History of the project . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.4 Work plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.4.1 Consultation and Selection (February 2020): . . . . . . . . . . . . . . 7
3.4.2 Planning Meeting at the NEH offices in Washington, D.C. (March
2020): . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.4.3 Digitizing (April-May 2020): . . . . . . . . . . . . . . . . . . . . . . 7
3.4.4 Developing the Game (June-December 2020): . . . . . . . . . . . . . 7
3.4.5 Alpha and Beta testing (September/October): . . . . . . . . . . . . 8
3.4.6 Dissemination (December): . . . . . . . . . . . . . . . . . . . . . . . 8
3.4.7 Summary of Work Plan stages . . . . . . . . . . . . . . . . . . . . . 8
3.5 Final product and dissemination . . . . . . . . . . . . . . . . . . . . . . . . 8
4 Biographies 9
References 13
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1 List of participants
Maximilian Russel
Project Director
Diego Laudato
Master Student, University of Bologna
Gaia Longobardi
Master Student, University of Bologna
Flaminia Rinaldi
Master Student, University of Bologna
Valentina Vit
Master Student, University of Bologna
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2 Abstract
This project will pilot a new approach to historical narratives by utilizing the potential of
humanities gaming. Students from the humanities field along with digital experts will be
involved in the development of the game, 8-Bit Immigrant, as an interactive way to access
the Tenement Museum’s archive materials. It aims to improve the dissemination of these
materials and provide the user with an immersive experience of a European immigrants’
daily life in the late 19th to early 20th century United States, in order to raise scholarly
awareness about this topic. The final product will guarantee a highly accessible learning
experience thanks to the open-source software used in the developing of the game. The
storage of the project on an online repository will encourage collaboration within the digital
humanities community. At the end of the project the game will be primarily disseminated
through its own dedicated website.
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3 Narrative
3.1 Enhancing the humanities
While new tools and methodologies within digital humanities have expanded in the last
decade, humanities gaming still remains underdeveloped in comparison to other method-
ologies. While the dominant narrative in digital humanities still holds gaming in low
repute, humanities gaming has the potential power to transform the field. Using human-
ities gaming allows for the project to take advantage of the processing power of video
game’s which can help simulate historical scenarios and allow greater user interaction.
Moreover, this project aims to build upon the widespread success of video games that
already have a mainstream appeal. One of the goals of this project is therefore to enhance
the humanities by adding much needed development to the field of humanities gaming. We
would achieve a step forward in the process of codification of this technology, collaborating
in the process of shaping it as an actual tool useful to produce and spread knowledge in an
interactive and enjoyable way. We think that humanities gaming can achieve an important
pedagogical role in the digital humanities field. Through virtual simulations a historical
context can be recreated, within which there can be user interaction. Through humanities
gaming the user is no longer a passive consumer, but rather an active prosumer, with their
own critical engagement in the product shaping the individual experience.
The basis of this project is therefore a videogame which will reconstruct the historical con-
text of European immigration to the United States in the late 19th to early 20th century,
placing the player in the role of immigrant in order to experience their daily life. The
project will be based on distributed knowledge production. Through a collaboration with
the Lower East Side Tenement Museum of New York City, we will interact with scholars
of different disciplines in order to reconstruct an all-around digital environment strongly
based on materials and research conducted by historians, art historians, architects, an-
thropologists. Furthermore, web designers and game testers will help to create a video
game that is not only historically accurate but also engaging and enjoyable. Following
the completion of the video game the possibility to experience and to interact with the
historical simulation will allow the users to improve their awareness towards the project’s
subject matter, perhaps even stimulating new researchable-questions which could in turn
contribute to the enhancement of the humanities.
Another key aim of the project is to improve the awareness and appreciation for the
Tenement Museum’s work and its mission statement, that being “to foster a society that
embraces and values the role of immigration in the evolving American identity”. Using
humanities gaming we aim to expand the Tenement Museum’s audience to all ages, as
well as those who may not be able to visit the physical museum itself. Ultimately raising
a wider awareness about how immigration has and continues to contribute towards the
very makeup of American society.
The project also clearly enhances one of the primary goals of the digital humanities, that
of making knowledge public and widely accessible. Indeed, we are already planning new
ways to further engage an audience, possibly by creating a mobile version of the video
game in the future. Moreover, from the outset the project has been planned in order
to be as inclusive and accessible as possible. The developers are taking in account the
needs of people with disabilities, designing altered versions for the blind and hard of
hearing, emphasising vocal recording and on screen text respectively. Furthermore, the
game is developed on an open-source software, Quest, which is free to download and use.
While Quest has been used mainly for small scale projects, not necessarily related to the
humanities, we see its open-source nature as holding great potential and that through its
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use in our project we hope that it will be considered by future developers within the field.
The simple nature of Quest makes it accessible for most age groups and its various editing
tools allow for it to be modified for particular audiences. The code that will be developed
on Quest will create a video game interface that is then supported by data extrapolated
through archival research at the Tenement Museum. Ultimately the project will allow for
a new mode of access to the museum’s materials as well providing an educational gaming
experience at the same time.
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addition, we are planning to also apply for external funding and raise awareness of the
project through competitions and festivals (e.g. Game for Change 2020).
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3.4.5 Alpha and Beta testing (September/October):
Following the creation of an alpha version of the game, we will organize alpha testing with
game tester experts and later on beta testing with the public, in which a general audience
will use the game, to evaluate and promote it at the same time. These two testing phases
will be useful in order to register direct and indirect feedback about the game: we will ask
specific questions and listen to people’s opinions on how to improve it, as well as evaluate
its appeal to various audiences through the use of focus groups.
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4 Biographies
Diego Laudato is an Historian who achieved his bachelor in History at the University of
Naples “Federico II” in July, 2018. Currently, he is a Global Cultures Master’s student at
the University of Bologna.
Flaminia Rinaldi is a student of the master degree Global Cultures at the University of
Bologna. She previously studied and graduated at the Sapienza University of Rome, in
the bachelor degree Storia, Antropologia e Religioni.
Valentina Vit received her Bachelor Degree in “Historical and philosophical disciplines”
at the University of Trieste in February 2018. She is currently enrolled in the Master
degree “Global Cultures” at University of Bologna.
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5 Project Budget (see attached pdf for full excel spread-
sheet)
As we are applying for a Level I Grant, we have a maximum of $50,000 to request from the
NEH for this project. After budgetary calculations, we approximate that we will require
$46,649 in funding, all the costs are detailed and accounted for in the attached Excel
spreadsheet. $25,000 is accounted to the 5 project members who will each receive $5,000
for roughly 6 months part time work over the course of the project year. Certain periods
within the work plan will require higher intensity work such as initial consultation and
selection, development of the game and dissemination. On the other hand, the digitizing
phase and alpha beta testing will require less work from the project members with the
majority of these phases being carried out by specialists and consultants. These specialists
and consultants are also accounted for in the budget. A digital archive specialist will be
employed for a month at a total of $3,334 in order to carry out the digitization of the
Tenement Museum’s archive. A web designer will be employed for a total of 40 days over
the course of the project at a cost of $3,200 in order to build, update and fine tune the
website on which the game will be primarily accessed through. In addition, the budget
has made account for 3 professional game testers at a total of $1,200 who will be employed
during the alpha testing of the game in order to make sure the final product is perfect.
Travel expenses have also been documented such as the compulsory trip of the Project
Director to the Washington D.C. office of the NEH to inform them on the progress of the
project. Furthermore, the vital month long archive research at the Tenement Museum
in New York has also been budgeted for. Other necessary supplies and materials such
as Github membership, hard drives for data backup and cameras have also been factored
into the budget. Finally, venue hire for Public Beta Testing and an important marketing
campaign for final dissemination of the project have also been accounted for.
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6 Data management plan
6.1 Roles and responsibilities
All the members of the project will take part in research and data management. However,
the data management plan will be implemented and managed by Valentina Vit, under the
supervision of the project director Maximilian Russel.
• photographs
In order to collect, digitise and share data from the Tenement Museum’s archive we will
need the permission of the Museum. The data will be stored on a password-protected
server only accessible to those involved in the project, indefinitely.
During the project’s lifetime, software code will be stored on Quest, the software we will
use to develop the game. In addition, the data and software code will be also stored on
the Repository Service of GitHub that is backed up nightly. Physical backups on hard
drives will also exist.
A website which will include the software developed and materials used will be generated
by the project team to enable users to play the game and access the data of the project.
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6.5 Data storage and preservation of access
The website that hosts the game will preserve the data as long as the domain is renewed.
Moreover, all data generated from this project will also be present in the software Quest
and the repository service GitHub for long-term storage upon completion of the project
study. The latter allows access to the public via persistent URLs, provides tools for long-
term data management, and permits permanent storage options. GitHub has built-in
contingencies for disaster recovery including redundancy and recovery plans.
Furthermore, the project team will ensure to transfer all data in a hard drive to allow for
offline preservation.
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References
[1] Lower East Side Tenement Museum Website: https://www.tenement.org/
[8] Anne Burdick, Johanna Drucker, Peter Lunenfeld: Todd Presner, Jeffrey Schnapp,
Digital Humanities, The MIT Press, Cambridge, Massachusetts, 2012
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