A newly published LoGaCulture research paper, authored by Trinity College Dublin researchers Svetlana Rudenko, Karun Manoharan, Joris Vreeke, Charlene Putney and Mads Haahr, presents an innovative approach to integrating audio-first gaming with cultural heritage. The paper, titled Developing a Ludonarrative Engine for a Historical Site Using Locative AR and Music: Psychogeography for the Battle of the Boyne, introduces a groundbreaking method of interactive storytelling that utilizes music, sound, and spatial audio to immerse users in historical events.

The study is based on the Battle of the Boyne, a defining moment in Irish and British history that occurred on July 1st, 1690. By creating a dynamic experience where users traverse through time — experiencing the Neolithic, 17th-century battle, and modern-day Ireland — this ludonarrative engine encourages visitors to engage with the site through a blend of historical narratives, music, and augmented reality (AR).

Psychogeography: Bringing History to Life Through Emotion

At the heart of this project is the concept of psychogeography, a term coined by Guy Debord in 1955, which explores how different locations influence emotions and behaviors. In this context, the authors combine psychogeography with AR to create an immersive historical experience. Rather than relying on visuals, the game emphasizes sound and music to evoke the atmosphere of the battle and its surrounding landscape.

The experience is entirely audio-driven, using spatial audio cues to help participants navigate the site without needing to look at a screen. This unique approach enhances presence, enabling players to feel emotionally connected to the landscape and the history that unfolded there. For example, as players walk through the site, they encounter music representative of different historical periods, from traditional Irish music to classical 17th-century compositions.

An Audio-First Ludonarrative Engine

The game mechanics are embedded within the ludonarrative engine, which facilitates the intertwining of historical and music narratives with spatial audio. This engine allows for seamless transitions between different time layers, represented through the spatial positioning of sound, such as hearing distant battle sounds or nature noises from past eras. The system utilizes time travel as a key mechanic, offering players the chance to explore distinct historical layers. The game ultimately transports players from the distant past of Neolithic Ireland to the significant battle of 1690, and finally, into present-day Ireland. Special portal points across the site act as gateways for these transitions, enhancing the immersive journey.

To broaden the appeal, the researchers also designed a spectator mode to allow less mobile participants or families to join in. This mode provides real-time updates on the player’s progress and offers shared access to treasures of historical audio clips and artifacts, enhancing intergenerational play and making the experience more inclusive.

This innovative approach to cultural heritage gaming could have far-reaching implications for the field, offering a new model for educational and cultural engagement. With the Battle of the Boyne implementations, the LoGaCulture project is once more poised to inspire future cultural heritage games that emphasize auditory experiences over traditional visual interfaces, fostering deeper emotional connections to history.

By focusing on music narratives and soundscapes, the ludonarrative engine demonstrates how interactive technology can offer fresh perspectives on historical storytelling, making it more accessible, engaging, and emotionally resonant.