Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games

For decades, digital technologies have been used to offer engaging experiences in cultural heritage sites, and these experiences have shown useful as a means to convey the histories associated with the sites. While some experiences are information-driven (e.g., tour guides), others are story-driven and therefore need a narrative justification for why the past and the present collide and in which way. This paper explores how narrative conventions from genre fiction – specifically, ghost stories, science fiction, historical fiction and fantasy – can frame narrative content in cultural heritage sites. We discuss these specific literary genres and their use in locative games to achieve the temporal collisions necessary for framing story-driven locative cultural heritage experiences. We identify the nature of the main temporal connections used by the different genres (including issues of narrative control) and offered a tentative mapping of the temporal connections onto an actual cultural heritage site.

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Publication Details

Published
2025-04-15
DOI
https://doi.org/10.1145/3723498.3723822
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
4.20

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article

Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games

Charlie Hargood, Joris Vreeke, Valentina Nisi, Mads Haahr
1 citations
Digital Games and Media
4.20
article

Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games

Charlie Hargood, Joris Vreeke, Valentina Nisi, Mads Haahr
article en
1 citations

Abstract

For decades, digital technologies have been used to offer engaging experiences in cultural heritage sites, and these experiences have shown useful as a means to convey the histories associated with the sites. While some experiences are information-driven (e.g., tour guides), others are story-driven and therefore need a narrative justification for why the past and the present collide and in which way. This paper explores how narrative conventions from genre fiction – specifically, ghost stories, science fiction, historical fiction and fantasy – can frame narrative content in cultural heritage sites. We discuss these specific literary genres and their use in locative games to achieve the temporal collisions necessary for framing story-driven locative cultural heritage experiences. We identify the nature of the main temporal connections used by the different genres (including issues of narrative control) and offered a tentative mapping of the temporal connections onto an actual cultural heritage site.

Universidade Politécnica de Lisboa (PT), Trinity College Dublin (IE), Instituto Superior Técnico (PT), Bournemouth University (GB)
European Commission, HORIZON EUROPE Framework Programme
Sustainable cities and communities
Openalex Percentile: Top 8%
Digital Games and Media
4.20
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Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games — Charlie Hargood, Joris Vreeke, et al. · (2025) | TGRS Research Map | TGRS