DH 2026

Daejeon, July 27–31

Workshop

Engaging ‘difficult’ audiences: Designing games for bored students, visitors, and DH scholars

Sophia Booij
Adelaide University, Australia · sophia.booij@adelaide.edu.au
Nellie Seale
University of Melbourne, Australia · eleanor.seale@unimelb.edu.au

This workshop is an introduction to prototyping a game that engages an audience you, or a potential collaborator, find it difficult to reach - using low-tech and low-cost techniques.

Games of all types are increasingly being used in a variety of educational contexts as powerful tools to engage students in learning – particularly those who are typically disinterested (Backlund and Hendrix 2013; Fasce 2015; Holmes and Gee 2016; Abbott 2019; Bjørner et al. 2023). Through leveraging several key pedagogies inherent in game design, like active learner involvement and the structured progression of skills, Digital Humanities (DH) educators and scholars can start to develop games for their own tricky audiences (Backlund and Hendrix 2013; Fasce 2015; Holmes and Gee 2016; Abbott 2019; Bjørner et al. 2023). Through leveraging several key pedagogies inherent in game design, like active learner involvement and the structured progression of skills, Digital Humanities (DH) educators and scholars can start to develop games for their own tricky audiences (Boller and Kapp 2017; Acharya et al. 2018; Abbott 2019).(Boller and Kapp 2017; Acharya et al. 2018; Abbott 2019).

Games are also of immense interest to our close collaborators in the Galleries, Libraries, Archives, and Museums (GLAMs) sector, as they continue to seek new and exciting ways to reach their audiences, both existing and under-serviced (Beale 2011; Seale et al. 2023; Booij 2024; Grace D et al. 2025). However, our doctoral research into the use (or lack thereof) of games in the Australian sector has shown a key barrier to game creation by GLAMs is a lack of knowledge and experience with the game design process. It is into such a gap that DH scholars might step, as valuable co-designers and experts.(Beale 2011; Seale et al. 2023; Booij 2024; Grace D et al. 2025). However, our doctoral research into the use (or lack thereof) of games in the Australian sector has shown a key barrier to game creation by GLAMs is a lack of knowledge and experience with the game design process. It is into such a gap that DH scholars might step, as valuable co-designers and experts.

As such, this workshop seeks to either introduce game design to your professional toolkit, or sharpen your existing skills! It is an introduction to prototyping a learning game for a specific audience, with a focus on low-cost and low-tech strategies for translating ‘boring’ topics and/or cultural collections into games. Drawing on our respective doctoral research and a range of design theories (Schell 2019; Tekinbas and Zimmerman 2003; Zubek 2020; Mulcahy and Witcomb 2018), this workshop combines theoretical frameworks in game studies and storytelling with practical applications for under-resourced DH scholars.(Schell 2019; Tekinbas and Zimmerman 2003; Zubek 2020; Mulcahy and Witcomb 2018), this workshop combines theoretical frameworks in game studies and storytelling with practical applications for under-resourced DH scholars.

Those attending the workshop will leave with a game prototype specific to a realistic ‘tricky’ audience (either decided by the attendee or chosen randomly by the facilitator), having briefly worked through the three key stages of the game design process – ideation, prototyping, and testing. The workshop also aims to develop attendee’s skills in applying this design approach, so they may continue to explore games within their own professional practice and with collaborators.

The workshop will cover the genres of interactive fiction (also known as choose-your-own-adventure), scavenger hunts, escape rooms, board games, and roleplay, as well as how these simple approaches could work across different modes (physical, digital, hybrid) or be scaled up with time and funding. It will also briefly cover ideas of ‘success’ and strategies to measure your game’s impact with its intended ‘tricky’ audience. This session will run as an interactive workshop, where attendees can work individually or with colleagues to create a prototype relevant to their own interests and challenges.

Delegates will need to bring a pen and paper to facilitate prototyping, otherwise all materials will be provided by facilitators. Based upon similar workshops we have run in Australia and internationally, we would expect upwards of 20 participants in person, and upwards of 50 online.

A loose agenda for the workshop is as follows:

00:00 Introduction of topic, researchers, and theory

25:00 Questions

30:00 Who are you? Activity

40:00 Brainstorming & Story mapping

1:00:00 Packing your bag (making decisions)

1:10:00 Genre as vehicle

1:20:00 Strategic mechanics

1:35:00 Audience experience

1:45:00 Break (15min)

2:00:00 Paper-prototyping

2:30:00 Testing prototypes

2:50:00 Conclusion and further resources

Target Audience

This workshop is specifically aimed at those who work within, or regularly collaborate with, cultural institutions like Galleries, Libraries, Archives and Museums, however is also open to anyone with an interest in game design or in the tricky problem of student engagement. Or just as an introductory dip into the world of low-tech game design techniques for those with no time and no money.

Facilitator Bios

Sophia Booij is a PhD candidate at Adelaide University, researching strategies to promote the development of narrative-based learning games by and for Australian collections. She is currently working on an introductory ‘how-to’ game development guide for industry professionals, in partnership with the History Trust of South Australia. Her work is informed by a background in interactive fiction, digital humanities, museum studies, collections management, and digitisation. She is particularly interested in enabling and encouraging games that tell regional and rural Australian stories.

Nellie Seale is a PhD candidate at the University of Melbourne, researching how museums can use games for community engagement, visitor experience and educational outcomes, as well as the intersections of technology, communication, accessibility and education. Her academic background is in museum studies and world heritage, with a focus on Indigenous cultural heritage in Victoria. Nellie is also the director and co-founder of Melbourne Megagames where she runs large-scale role-playing events. She is interested in improving accessibility and diversity in games, as well as understanding how games are being used to drive change and how they can be used to communicate and motivate people on issues like sustainability. She is also a Teaching Associate at the Science Gallery Melbourne.

References
  1. Abbott, Daisy. 2019. ‘Modding Tabletop Games for Education’. In Games and Learning Alliance: 7th International Conference, GALA 2018 Palermo, Italy, December 5–7, 2018 Proceedings, edited by Manuel Gentile, Mario Allegra, and Heinrich Söbke. Lecture Notes in Computer Science 11385. Springer International Publishing. https://link.springer.com/book/10.1007/978-3-030-11548-7.
  2. Acharya, Harneel, Rakesh Reddy, Ahmed Hussein, Jaspreet Bagga, and Timothy Pettit. 2018. ‘The Effectiveness of Applied Learning: An Empirical Evaluation Using Role Playing in the Classroom’. Journal of Research in Innovative Teaching & Learning 12 (3): 295–310. https://doi.org/10.1108/JRIT-06-2018-0013.
  3. Backlund, Per, and Maurice Hendrix. 2013. ‘Educational Games - Are They Worth the Effort? A Literature Survey of the Effectiveness of Serious Games’. 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), September, 1–8. https://doi.org/10.1109/VS-GAMES.2013.6624226.
  4. Beale, Katy. 2011. Museums at Play: Games, Interaction and Learning. Museums.
  5. Bjørner, Thomas, Mads Strømberg Petersen, Niklas Lee Skjold Hansen, Gustav Jakobsen, and Daniel Hendriksen. 2023. ‘How Can a Foundation Be Outlined for a Successful Serious Game to Increase Reading Engagement’. International Journal of Serious Games 10 (1): 1. https://doi.org/10.17083/ijsg.v10i1.578.
  6. Boller, Sharon, and Karl Kapp. 2017. Play to Learn: Everything You Need to Know About Designing Effective Learning Games. Association for Talent Development.
  7. Booij, Sophia. 2024. ‘Narrative-Based Games for Learning in GLAMS: Overcoming Professional Hesitancies through an Introductory Guide’. Paper presented at DiGRA Australia 2024. https://digraa.org/wp-content/uploads/2024/02/DiGRAA24-08-Booij.pdf.
  8. Fasce, Federico. 2015. ‘Beyond Serious Games: The Next Generation of Cultural Artifacts’. In Games and Learning Alliance: Third International Conference, GALA 2014, Bucharest, Romania, July 2-4, 2014, Revised Selected Papers, edited by Alessandro De Gloria, vol. 9221. Lecture Notes in Computer Science. Springer International Publishing. https://doi.org/10.1007/978-3-319-22960-7.
  9. Grace D, Thomas, Christie Abel, and Katie Salen Tekinbaş. 2025. ‘Learning Curiosity through Play: Exploring the Role of Games and Interactive Design in Museums’. Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, April 26, 1–14. https://doi.org/10.1145/3706598.3713164.
  10. Holmes, Jeffrey B., and Elisabeth R. Gee. 2016. ‘A Framework for Understanding Game-Based Teaching and Learning’. On the Horizon 24 (1): 1–16. https://doi.org/10.1108/oth-11-2015-0069.
  11. Mulcahy, Dianne, and Andrea Witcomb. 2018. ‘Affective Practices of Learning at the Museum’. In Emotion, Affective Practices, and the Past in the Present, 1st edn, edited by Laurajane Smith, Margaret Wetherell, and Gary Campbell. Routledge.
  12. Schell, J. 2019. The Art of Game Design: A Book of Lenses, Third Edition. CRC Press. https://books.google.com.au/books?id=AOGsDwAAQBAJ.
  13. Seale, Nellie, Wally Smith, and Melissa Rogerson. 2023. ‘Gods and Greeks: A Study of an Immersive RPG in a Museum Setting’. Proceedings of DiGRA Australia 2023.
  14. Tekinbas, K.S., and E. Zimmerman. 2003. Rules of Play: Game Design Fundamentals. ITPro Collection. MIT Press. https://books.google.com.au/books?id=UM-xyczrZuQC.
  15. Zubek, R. 2020. Elements of Game Design. MIT Press. https://books.google.com.au/books?id=dzhUzQEACAAJ.