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An Open Source Electronic Game for Archival Data Systems
In our work with the Digital Humanities Start Up Grant from the NEH, we have created a working example of an open source, internet‐based computer game system for augmenting access to archival records. We have developed a suite of minigames for the collection of metadata, initially for the Rauner Library at Dartmouth College. This project is a pilot for a larger open source initiative that will allow other institutions to use the games in their archives.

Brabble is our simplest game– actually, a naming activity — where participants just name what they see. For some reason, it is a compelling activity for the public and the team alike!
Guess What? is a two player game (or player v. computer) where players have to choose an image from an array of images based on clues sent to them by the networked partner. The partner sees only one image, and what their partner is guessing.

SpeedTag is a game geared to prompt for detailed information from players, such as scientific names and colors.


ALphaGuess is a tricky game based on guessing what image tags start with the letter prompt.
Increasingly, archivists across the US recognize that the mission of the archival institution is not only the acquisition, storage, description, and preservation of historical materials. The need to make the archive accessible – to provide usable tools and quality access to the material across members of society—is a dominant mission for many of today’s archivists. Having a suite of games enables database managers to custom link to the most effective and appropriate game front ends for their data.
Our Team:
Our interdisciplinary team specializes in both archives management and in creating innovative and popular digital tools and games. Digital systems can allow for collaboration, searching, and linking, and these features could enhance the ability of researchers to find data currently obscured by lack of description.
How can the strengths of current digital tools enhance the environment and the collection of the archive? Can our team harness the power of both technology and ‘crowds’ of individual researchers to help solve the challenges faced by archivists in representing their data with rich meta‐tags? Can the use of player choice enhance access to the archive, and at the same time, offer surprise, coincidence, provenance, and the discovery of new relationships?

