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Developing a Ludonarrative Engine for a Historical Site Using Locative AR and Music: Psychogeography for Battle of the Boyne

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  • 2026
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Abstract

This chapter delves into the development of a ludonarrative engine for the Battle of the Boyne site, combining psychogeography, locative augmented reality, and music to create an immersive historical experience. The engine integrates historical narrative, music narrative, and spatial audio navigation with game mechanics, emphasizing the significance of the landscape as a silent witness to time. Key topics include the use of psychogeography to evoke emotions and create empathy, the implementation of an audio-first approach for navigation and information delivery, and the design of a dual-mode navigation system that includes Wander Mode and Interact Mode. The chapter also explores the role of music in connecting with history and the use of character dialogues to encourage engagement with the story and time travel mechanics. The conclusion highlights the potential for cultural, educational, and intergenerational engagement through this innovative approach to locative storytelling.

1 Introduction

1.1 Psychogeography with Augmented Reality

Psychogeography is a term invented by Guy Debord in 1955 and used to describe how different places make us feel and behave. The idea saw a renaissance in the 1990s when artists, such as Iain Sinclair and Patrick Keiller, began creating works focused on the experience of exploring locations by walking, particular in urban and suburban environments. In 2021, Haunted Planet Studios combined psychogeography with location-based Augmented Reality in a novel way in the app Jack B. Yeats: Psychogeography AR,1 in which the player could view the art of the famous Irish symbolist painter from the location where he physically painted it. For example, the artwork “The Liffey Swim” could be seen as an AR image through the screen of a smartphone layered on top of the modern buildings and the river Liffey from Bachelor’s Walk in Dublin [1].
Psychogeography was the premier inspiration for the design presented in this paper, in the specific context of a cultural heritage site: How does the place make us feel? How do we react to the events of the history from the perspective of time? What did people feel back at the time of the Battle? What happens now? We interpreted location as a monument of history itself and took the approach of putting music and audio front and centre to develop a mental vision of layers of time, instead of the typical visual design and graphics. Historical narrative, music narrative and spatial audio navigation are closely intertwined with game mechanics, which we have captured in a unique “ludonarrative engine” designed for experiences that emphasize the significance of the landscape as a silent witness of time. Nature characters are important components of both storytelling and game mechanics. Instead of modelling the battle as a classic game of opposing teams, we focused on aesthetics and exploration, to give additional information and experience to what the local museum already provides – history. We reviewed the research already done on historical sites, such as tour guides’ role perception [2] and Augmented Reality for historical interpretation [3, 4] and arrived at the music-led ludonarrative engine, where the narrative and historical fiction can help us comprehend heritage and historical events [5, 6]. Our character dialogues are written from first-person point of view, speaking directly to the player in the genre of documentary fiction [7, 8].
Being anchored in psychogeography, emotion is of course important for our narrative game design. Katherine Isbister notes: “Layering techniques for evoking social emotions onto this foundation gives games their unique power to create empathy and connection” [9]. Music narrative [10] is a powerful source for emotional engagement, also our nature characters are companions because of their presence in all time layers, are highly lovable, empathic and easy to connect [11, p. 300]. We wanted to add societal values to our game to have an impact on music education in Ireland, with dissemination through primary and secondary schools on the Music Generation program.2 Through the exploratory nature of our AR game [12], we wanted to draw people’s attention to the landscape and its psychogeography, to think metaphysically across times and events and respect the nature in this fast climate-changing world.

2 Background: The Battle of the Boyne

The Battle of the Boyne is the name of the site as well as the battle that took place there on 1 July 1690 (O.S.) between the forces of the deposed King James II of England and Ireland, VII of Scotland, versus those of King William III who had acceded to the Crowns of England and Scotland in 1689. The battle took place across the River Boyne close to the town of Drogheda. King William III emerged victorious from the battle, and this victory turned the tide in King James II’s failed attempt to regain the British crown and ultimately aided in ensuring the continued Protestant ascendancy in Ireland. The Battle of the Boyne is one of the most significant events in Irish history and part of a wider struggle for power across 17th century Europe. With the launch of our game, we expect some societal impact on cultural engagement from both tourist-visitors and local families, which could be beneficial for families and intergenerational play [13].

3 Ludonarrative Engine

The ludonarrative engine implements patterns useful for story-driven locative cultural heritage games. Through our research on the site and ethnographic research, we have discovered that games for the site in most cases support the grouping of content into time layers. The player travels through time to visit the site’s respective time layers, meet the characters and learn Irish history and music.
The engine is an agnostic game framework that ingests data/content to build the experience and it could be applicable to any historical site. Game designers using the engine need to have a set of assets produced specifically for their site. The framework needs a set of area boundary coordinates, music, ambient audio, characters dialogues, as well as historical background information about the sites and its significant events and the timestamps of these (Fig. 1).
Fig. 1.
High-level technical architecture diagram.
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3.1 Audio First

The experience is audio-first to ensure a feeling of presence in the physical site while not compromising immersion into the story content by visual navigation. (The smartphone remains in the pocket of the player.) The following considerations have been made:
  • Spatial Audio: The player can perceive the distance and direction of sound.
  • Navigation cues: Every character has distinct navigation cues. Short sound/music clips contain melodic motives and instrumentation of the character’s theme.
  • Character identification (music): Every character has a distinct personal piece of music to help the player recognise who they are about to interact with.
  • Background/ambient as a way of identifying time layer: Every time layer has an appropriate piece of background music and ambient sounds to emphasise the notion of time travel to the player. For example, Irish trad music instruments, such as whistle and bodhrán (drum) for neolithic times and ambient sound of a tractor for the modern time layer.
  • Music as another layer of educating the player: Music from 17th century England, France and Ireland, Trad and modern classical music.
  • Dialogue, what the characters say when in proximity of the player: Once the player is within reach of a character, the player is greeted by the character and hears their story.

3.2 Time Travel

To connect the site’s past(s) and present, we created three time layers: Neolithic/Celtic Mythology (3000 BCE), Battle of the Boyne (1690) and Modern Ireland (2025), each containing period-specific points of interest (POIs), ambient soundscapes, music, and historical content. Time travel is facilitated through special POIs with portal functionality, designated as either Forward or Backward portals, scattered across the site. The nature characters Fox and Raven accommodate the Time Travel game mechanics.
The system uses a centralized TimeLayerManager that coordinates transitions between historical periods through an event-driven architecture. Each time layer contains its own collection of POIs, ambient audio events, and contextual content, ensuring complete historical authenticity for each period. The audio implementation employs a single FMOD ambient event with a discrete TimeLayer parameter that seamlessly switches between period-specific soundscapes without interruption (Fig. 2).
Fig. 2.
Time Layer Navigation System
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3.3 Spectator Mode

The game provides a spectator mode designed to offer the experience for less mobile family members. For each game session, a unique code is created that can be shared with other players and when entered on another device, it grants access to the same game session, allowing the spectator to follow along with the player’s progress in real-time. The spectator sees where the player is and has access to the ‘treasure chest,’ which holds music, artefacts and (historical) information about the characters the player has already encountered. Game state and progress are shared through Firebase, ensuring that all connected devices are synchronized. The choice of Firebase was motivated by its real-time synchronization capabilities, simplified implementation and easy integration with Unity.

4 Narrative Design: Music and Characters

Music is a powerful source to connect with history. Historical research into English composers of the 17th century revealed some music written for the main characters, such as King William III (William of Orange) and King James II. The character who was not present at the battle but had a great influence politically Louis XIV is associated with Menuet by French court composer and dancer Lully. Each character has its own instrumentation to help with identification. The nature characters, such as Battle Oak, Fox, Raven, Salmon of Knowledge and River Boyne are represented by piano track of Svetlana Rudenko’s compositions, and Irish traditional music was recorded by Tim Doyle on bodhrán, concertina, fiddle and tin whistle.

4.1 Music Narrative and the Political Events of the 17th Century

King William III was assigned the theme of “Yorkshire Feast Song” (1689) composed for coronation of William Orange and Mary by English composer Henry Purcell (1659–1695), who was commissioned to produce ceremonial music for coronation of royalties and social events. Identifying instrumentation of the character in Logic Pro: Vienna orchestra mix. (See Fig. 3.) Raymond Gillespie writes:
The Dutch wars of the 1670s were a defining moment in the life of William of Orange, for they gave him a profound hatred of King Louis XIV and of France. (…) William found himself in a league with a wide range of anti-French powers, including the papacy, which viewed Louis XIV’s ambitions as dangerous for European stability. Such alliances explain why many Catholic European powers, not least the papacy, welcomed the defeat of Louis’s ally, King James, at the Battle of the Boyne. [14, pp. 291–292]
King James II is represented in the game by march of John Playford (1623–1686), who was specialising on military marches of England of that time, and the piece is specifically named: “James the Second & Prince Ruperts March” arr. Hans Jorgen Messerschmidt (IMSLP library). Identifying instrumentation in Logic Pro: trumpets. (See Fig. 4.) Gillespie writes: “By 1689 James’s relationship with his Protestant subjects was disintegrating rapidly. (…) The Jacobite parliament with its Act of Attainder and restructuring of the land settlement speeded up the disengagement between James and what Protestant support he had left” [14, p. 291].
Fig. 3.
Music score fragment of The Yorkshire Feast Song “To the high and mighty Prince William Henry, Prince of Orange” by H. Purcell (left) and music score fragment of “James II & Prince Ruperts March” by J. Playford (right).
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The Sun King Louis XIV has a theme of Menuet (3/4) and Rigaudon (in C-major (1687) by Jean-Baptiste Lully (1632–1687), the French Court composer and dancer, who wrote many dances for Versailles entertainment and is considered a ‘father of French opera.’ ID instrumentation in Logic Pro: Harpsichord.
Fig. 4.
Nature characters category: music score fragment for Fox piano theme by S. Rudenko.
Full size image
The nature characters (the Fox and Raven) carry emotional charge that capture the symbolics of the character, but they also play a role in in the gameplay as portals through time. When the player meets the Fox, it brings them one time-layer forward whereas the Raven brings the player one time-layer back. Transition between time-layers have a signal specific sounds.
Fox Theme starts with a slow ‘cautious’ melody as a look into surroundings, with a transition into a repetitive figuration as a ‘running fox’ – it is a player’s portal into a different time layer, the future. The music starts with 6/8 time signature intro, but later it is 4/4 with fragment chords in 6/8 to give instability and convey the spontaneous nature of character. The key is A-minor, having a slight touch of nostalgia.
Raven Theme is inspired by Celtic mythology: Ravens as symbols of death and war, messengers between the worlds. In the game, this character opens the portal to the past. Music combines 2/4 and 3/4 time signature, symbolising transition. Two beats in a bar symbolising a pace or walking, while three beats are associated with the genre of a dance (waltz). It is in a mysteriously dark F minor key with a resurrection episode in C-major ‘childlike theme’ symbolising memories of the dying soldier.
Ambient sounds of the Battle employs clunks of metal swords, cannons, horses, soldiers screams etc., according to the historical sources: “It was within this context that William arrived at Carrickfergus, County Antrim, on 14 June 1690 with 15,000 men, a train of artillery, a printer and a war-chest of £200, 000” [14, p. 292].
Other game characters, such as Celtic Child, Farmer, Village Woman, Barber Surgeon, Grenadiers, French Soldier, Jacobite Patrick Sarsfield, tell their stories to give different perspectives on the events of the past. In his memoirs, King James II recorded what happened:
‘Just as they were beginning to move, Sarsfield and Maxwell, who had been to view the ground betwixt them that ran along the small valley that divided the two armies.’ Sarsfield’s reconnaissance was correct. Schomberg’s men had already marched into the bog from the other side. It proved to be so swampy that they were forced to pull back. [15, p. 108]
The modern time layer of Irish heritage is represented by music of contemporary composers both from Ireland and Northern Ireland, such as Dublin-based contemporary composer (DCU) John Buckley, “The Golden Apples of the Sun, the Silver Apples of the Moon” on a poem by W. B. Yeats “The Song of Wandering Aengus,” as well as Northern Ireland composer Ian Wilson, “A Haunted Heart,” Elaine Agnew, “The child within,” and others.

4.2 Character Dialogue

To encourage engagement into the story and the time travel mechanic, we avoided formal commentary and adopted dramatised character dialogues written with emotional charge from a first-person point of view. For example, the Battle Oak (now):
“I was already tall on the day the battle swarmed around me. I saw the men fight, and I saw the men fall: Irish men, English men, Dutch men, French men. They fought and they fell. And the crows fed for days. I hold it all. My roots drank their blood, so they are all a part of me now. I cannot escape. I must remember. I remember the day of the battle: a boy tied a little white ribbon to one of my branches. He touched my trunk and prayed. I felt the fear in his touch, I can still feel it now. He never came back. I remember many days before the battle, and many after. I remember the harshness of every winter. I remember the famines. I remember trees that stood, trees that fell. And now, I am the last of the old ones standing.”

5 Game Design

Locative games for cultural heritage sites typically rely heavily on visual interfaces such as maps, written text and other in-game entities such as characters artifacts, which can detract from visitors’ engagement with the physical environment. Our Battle of the Boyne application takes a different approach by using spatial audio as the primary navigation and information delivery mechanic. This technique overlays the physical world with directional sound, creating an immersive audio-augmented reality experience without requiring constant screen interaction, in this sense consistent with our concept of psychogeography and engagement with a physical landscape.

5.1 Dual-Mode Navigation Mechanics

The application primarily implements two distinct audio modes that create a comprehensive player experience: Wander Mode and Interact Mode. (See Fig. 5 (choice of character X or Y, and Fig. 6 (audio zones).
Wander Mode.
When no POIs are in immediate proximity, the system enters “Wander Mode,” designed to facilitate exploration. While in this mode, the system identifies the nearest undiscovered POIs in the proximity (e.g., 200m radius) and generates spatially positioned audio cues that appear to originate from those locations and allowing the player to choose the character X or Y to follow. The audio melodic cues are played in an alternating pattern to allow users to differentiate between them while the cue frequency is adjusted based on distance to provide navigation feedback.
Fig. 5.
Map of the Battle of the Boyne (1690 time layer), depicting wander mode with navigational audio cues and interaction mode: inner zone and outer zone.
Full size image
Interact Mode.
When a user enters the proximity of a POI, the system transitions to “Interact Mode”. In this mode, the navigation cues are silenced to focus attention on the POI in proximity whilst maintaining spatial positioning for all audio sources. The area that constitutes this mode is divided into two distinct interaction zones: The Outer Zone and the Inner Zone. In the Inner Zone, the dialogues provide explicit historical information and narrative, forming the main part of the content delivered while the music continues at reduced volume, maintaining contextual continuity. Technical implementation uses FMOD parameters to create a sophisticated audio mix that responds dynamically to user position.
Fig. 6.
Dual-Mode Audio Navigation
Full size image

5.2 Spatial Audio Implementation and Sensor Integration

To create a convincing spatial audio experience, a sophisticated integration of sensor data is required. Our system combines GPS positioning, device orientation tracking, and audio spatialization to create a cohesive auditory. The spatial audio implementation relies on advanced sensor fusion techniques combining multiple data sources.
GPS and Enhanced Location Data.
The application makes uses an Extended Kalman Filter (EKF) to combine GPS and accelerometer data for accurate and responsive location tracking. This sensor fusion approach significantly reduces location jitter and provides continuous position updates even in challenging GPS environments, ensuring consistent spatial audio positioning regardless of satellite availability.

6 Conclusions

In this novel concept of psychogeography with ludonarrative engine, we described a new approach to audio-first game design for cultural sites. We demonstrated a novel approach to locative storytelling for cultural heritage, which is based on the exclusive use of sound and music for all ludonarrative aspects of the experience. We presented (within the space available) our narrative design, sound and music design, game design, which together are captured in our ludonarrative engine in which a combination of historical narrative, music narrative and spatial audio navigation are closely intertwined with game mechanics, creating an immersive experience for cultural, educational and intergenerational engagement.

Acknowledgments

LoGaCulture has received funding from the European Union’s Horizon Europe Framework Programme under grant agreement 101094036. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the REA. Neither the European Union nor the granting authority can be held responsible for them.
Open Access This chapter is licensed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.
The images or other third party material in this chapter are included in the chapter's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.
Title
Developing a Ludonarrative Engine for a Historical Site Using Locative AR and Music: Psychogeography for Battle of the Boyne
Authors
Svetlana Rudenko
Karun Manoharan
Joris Vreeke
Charlene Putney
Mads Haahr
Copyright Year
2026
DOI
https://doi.org/10.1007/978-3-032-12408-1_20
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