Saturday 28 December 2013

Notes on Game Development

While after week 7 presentation we were very satisfied with the reception of our team brand identity, week 8 meeting left us a bit disoriented about which of the three ideas for the game was the most apt to be developed. We came to the class confident about our proposals, but something during the presentation seemed to go wrong. In my opinion, in that occasion our main mistake was the lack of a part of the presentation specifically aimed to illustrate our approach to the theme of “world heritage”, which we had been assigned on week 7. While developing our game ideas, we had obviously confronted extensively with the many angles of the topic, however, in the context of the presentation, a introductory conceptualization of the theme would have probably allowed to illuminate better strengths and peculiarities of the single ideas. The conversation with Jo and Sara and the confrontation with other groups' proposals has nevertheless been extremely useful. In particular we realized the benefits of less complex game ideas when aiming to spread awareness about a particular issue.
There are obviously dangers when committing a moral theme to a simple game-design, the most important appeared to be didacticism. While a complex design allows to place instructive messages deeper in game dynamics, a simpler architecture has to rely on playability and capacity to generate fun in order to avoid to be perceived as preachy. In online conversations we subsequently decided to come to our following meeting both with re-elaborations of the first three proposals, as well as with some possible new ideas. During that week I focused mostly on modifying our third idea, a puzzle game focused on biodiversity, figuring out some graphical possibilities for the representation of ecosystems, an aspect that Sara pointed out as potentially problematic. In that process I ended up with shifting the whole game dynamic from “fix an ecosystem” to “build your own ecosystem”. In my opinion, that move allowed to overcome the problems of verisimilitude and scientific precision inherent to the graphical representation of an ecosystem. Therefore, rather than teaching about relations among specific life forms and natural elements, the game would have generically educated players about interdependence among biological forms and environments. During that same week I also worked on the fictional world of our second proposal, a fixed shooter game focused on the theme of cultural heritage, which seemed the best received during the presentation.
At the following meeting, Ruta came with a very nice and simple idea focused on cultural heritage and sustainable tourism, whose working title was “the owl prowl”. In her idea the main character was a owl, in Greek mythology the sacred bird of Athena, protectress of the arts. Referring to tourism flow to Machu Picchu, she gave us an example of possible game dynamics explaining that the owl might have been a defender of cultural sites from unsustainable tourism practices. During the meeting we realized the potentialities of this proposal, especially in the perspective of limiting the topic to a particular aspect, as suggested by Jo and Sara. At the same time emerged as relevant the risk of didacticism previously pointed out, and the importance assumed by an effective design of the different game levels. In that context, in order to increase humor, I proposed to abandon the mythological vibe of the original idea, and focus instead on a more controversial “flying hero” such as a pigeon, a common inhabitant of cultural monuments, ascribable of more “personal” and less didactic reasons to protect monuments. For the following group meeting I worked on this new storyline, and after debating with the group we presented this new idea to Sara and Jack on the 3 of December.

Pigeons notoriously populate monuments across Europe, being often perceived as a bother, a sanitary problem and a threat to architectural beauties. Our idea for the storyline is to re-imagine this unavoidable presence as an army of protectors of cultural sites, a special force disseminated worldwide. The fact that pigeons are also known for being travellers can constitute a narrative device to bring our protagonist/s in places where they are not expected to live. At the moment of writing, indeed, our idea is to dedicate each level to a different cultural site across the world, developing the game dynamics in the direction of a pigeon contrasting specific unsustainable tourism practices.
The ironical twist implicit in the conversion of pigeons to heroes, and propagators of awareness constitutes the aesthetic code we aim to give to the game, and it would be developed in various directions. Still we have to decide if constructing our game around a single heroic pigeon, a squad of few characterized heroes, or instead a wider team mostly characterized collectively. However, our intent is to sketch out our character/s as very proud, and completely engaged in a mission whose value is regularly misunderstood by those who should appreciate it most, i.e. humans. In the context of our game, focused on sustainable tourism, this theme of the misunderstood hero has obvious resonances in the fact that humans represent one main threat to cultural and natural heritage. This double relation between humans and heroic pigeons could be explicitly articulated in the game dynamics of some of the levels, where beside the activity of contrasting and preventing bad tourism practices, pigeons might have to face obstacles and direct threats brought by humans, e.g. traps and various devices to keep birds away from monuments. More in general, we are conceiving various disturbing factors to the pigeons' mission, apart from the mission's difficulty, in order to enrich game dynamics. Here's a provisional list:
  • Traps placed by humans;
  • Difficult flight-zones (pigeons flight is very skilled, but they walk very slow);
  • Watchmen;
  • Hyperactive kids;
  • ...
On the other side, pigeons can rely on some helping factors, and to peculiar abilities:
  • Old Lady’s Boosting Crumbs: awarded troops tend to have a privileged relation with old ladies attending public parks (increased speed/height-ability of flight);
  • Pigeons Droppings: flying forces make use of controversial, non-conventional weapons to dissuade spiteful tourists.
  • The Power of Love: in moments of difficulty, pigeons might be able to call for immediate help from a partner by simply cooing.
  • ...

A further development of the ironical vibe implicit in the assumption of pigeons to heroes might take place in the pauses between one level and the following, where brief animations could show humans complaining about pigeons, cleaning the dirt they leave (“their heritage”), or shooing them out of historical buildings.

At the moment we are developing the game in the direction of a hero, or many heroes, facing unsustainable tourist practices in various geographical settings, chosen for their appeal and fame and for the particular problems tourism generates to local communities, to the monuments themselves, or to the natural environment. Quite obviously, these relations with places of tourist interest might represent an opportunity for the financing of the game, as well as for its advertising. A detailed presentation of these possibilities and of the game-design of the single levels will soon be given in future posts by me and the other members of the group.

Michele Bruzzi




Friday 6 December 2013

To save the world we need a game












As my colleagues mentioned before, the “PilotFish communication” team is working on a project to create a game for change. Our new game should change the people’s perception of the World Heritage Preservation. 

Why game?
People spend thousands of hours per week playing online games. It is a lot. However, games could be anything more than light entertainment. According to experts of games for change, games are rich medium for making social impact. By playing games, users become aware about global problems. They put themself in the shoes of other people by facing tough life challenges and solving their issues by making decisions for their characters. This emotional experience teaches gamers, commands their sympathy and informs them that there is another life beyond their comfortable zone which is full of social problems and cultural issues.

Forewarned, forearmed
Gamers are optimists by nature. They know that in games everything is possible and all tasks have solutions. Therefore, it is really important to make the audience think about the world heritage and make gamers understand that they could provide preservation for it. Indeed, because of poor promotion of the World Heritage problems, young generation at age 16 to 25 is not really aware that cultural objects and monuments need their help and protection. In our game we are going not only to inform people, but also give them ideas of how they can protect World Heritage and why it is necessary.

Super Pigeons
At this moment, “PilotFish communication” team decided to focus on sustainable tourism as one of the most important aspects of World Heritage Preservation. For our game we picked animated pigeons as the main characters and they will play the role of protecting monuments and cultural objects. In particular, pigeons will defend World Heritage objects from careless tourists by using their “poops” as weapons. The detailed explanation of the storyline of our game is in Michele’s blog. I am going to focus more on what could make our game more popular amongst young people.

Time, platform, perks
Our aim is to attract young users from 16 to 25. We can technically divide them in two parts:  those who are busy and probably doesn’t have the wish to play “useless” games and those who like playing games and could find some time for it. Consequently, to kindle both groups’ interest, our game should be funny, catching, short in time and based on convenient “playground” for all users.
 Based on our researches, young people are effective at multitasking:  they prefer work, play, stay in touch and all at the same time.  Moreover, we found out that nowadays digital natives are experiencing  deep integration with social media. According to the last data, FB is  connecting more than 1,19 billion people monthly around the globe,  approximately 30% of  these users play online games. As a result, by   using Facebook’s Open Graph play-platform we would meet all of our target audience’s requirements and cover mass audience of players. People who are usually busy, but want sometimes to have “fun breaks”, could play our game on-the-job during their FB pages checking. Others gamers who have free time could play our game away the hours. Especially, in aid of catching their attention, we are going to create a various fascinating, frantic levels and unexpected moments in the game.
Meanwhile, we aware that gamers need to intuitively understand how to play our game, otherwise they could lose their attention within seconds. Therefore, we are going to provide simple mechanism and use traditional way of the game to engage their experience, from level to level, with understandable tasks and awards.
Since, the game would be based on FB platform we are going to create community of our game. It would be one of the main tools of our project’s marketing strategy. Users would help each other, have chats, organize the competitions, and encourage playing more and more. The constant feedback will help us to improve our game and stay in touch with clients. Also, game community would be helpful in the way of promotion: through the gamers statuses, recommendation, stories, videos and messages we would have qualitative and cheap PR of our game.
As a matter of convenience for mobile users, also our game would be available for downloading in app stores and would not take a lot of space in phone memories. Now we are going to invent a remarkable title, think of short description, design the icon and  make the brand of our game catching and saleable.

Usefull links:


 Botagoz Tanatova







Saturday 30 November 2013

Phase 1: Development thus far.


I am going to talk about how our idea for the G4C group project has developed, by giving a summary and my perspective on each stage of this brief journey thus far. We were first given the outline of the project and were asked to put in place certain fundamentals regarding our identity as a group complete with a name, logo and a set of values; and decide on what kind of company we wish to be.  

After much discussion, we agreed on certain characteristics, some of which already defined  our group. We agreed we are 'Global' as we each come from such diverse cultural and ethnic backgrounds. We want to be reliable and trustworthy, to be innovative but more so to be fun!  
When it came down to deciding the kind of company we are, while most of our hearts were set on being an NGO, we were unanimous in our decision of choosing to be a Media and Communications agency. Our reasons too, were more or less the same in that we all felt it gives us the flexibility and the broad scope of playing multiple roles which include that of an NGO, PR, Marketing company and so on. 

While we each were busy researching on G4C I came across a rather insightful website that talks us through important steps suggested by G4C nominees, when it comes to developing one: 
Next phase of setting up our brand Identity was a name and logo. We decided on 'PilotFish Communications.' The significance of this name sat well with all of us, as the reference to the pilot fish as guiding and creating a symbiotic environment in a cut throat world with big corporations seemed to fit well with our core values. Although we had created another on Photoshop, the logo that we finalized is simple with a sketchy, candid feel that I personally believe, as do the rest of the team, that it keeps with our fun, upbeat style and approach, especially since our target audience is aged 16-25. 

Our topic was selected in week 7, as World Heritage Preservation. While brainstorming, we each pitched our ideas and soon realized that many of them complimented each other and could be a part of the same game design. In keeping with the key features of our topic, listed in the PowerPoint Presentation shown to us in class, we came up with three distinct ideas.  The first two focused on cultural heritage.   

Our first idea involved a character undertaking a quest or a journey that would se him go from one level to another trying to save the monument using the resources available of that land. It involved interchanging generations and obstacles that would prove to be of help in the next levels if the play chooses to work around it and not destroy it. I feel it is a simple concept that is interesting and has the potential for lots of engaging challenges along the way. 

Our second game had had different levels at local, global and intergalactic levels.  Some of us felt it would be an engaging idea for a young audience and would spruce the game up and make it more interesting, while trying to imbibe values of brotherhood among different communities and cultures around the world that come together against a common enemy. 

Our third concept was a puzzle game focused on the preservation of biodiversity.This was a simple game that would make it easy to play on less sophisticated technology. 

After presenting these ideas we went over the feedback given to us and thought to work around it. We are currently working on an idea that will hopefully be able to incorporate a lot of the different aspects of World Heritage Preservation. 

In the mean time I managed to organize data on our target audience. 
Of this data, I personally found the statistics on preferred game genres among different people to be quite relevant. I believe that understand and having clarity on one's target audience is key. Once that is sorted it provides a strong foundation on which to start building and creating a game.  In terms of the technology we wish to use, we agree that the game should be such that it is easily accessible on mobile phones and can then be worked on for larger or more sophisticated devices.

At the moment we are working on an idea focusing on sustainable tourism and dedicated research is underway.










Wednesday 27 November 2013

PilotFish Communications - Game4Change project - World heritage preservation

Games have always been related to violence and destruction un till we were introduced to Games for Change as new upcoming genre of gaming. 

G4C -Catalyzing Social Impact Through Digital Games as mentioned on their website. 

A unique category of games that is engaging the world with a relevant causes and making a difference. To further my belief in the new line of gaming i came across the article Mashable.com http://mashable.com/2011/01/18/games-social-good/ which explained the changing scenario and creation of Games for social cause and how people use platforms like Games to educate the world about current issues. A very good example mentioned in the article is Farmville and their effort to raise funds for haiti with their campaign "Support Haiti" and that is something that we would like to achieve as a team. Making a difference is key!


The instructions were simple create a game that causes a social impact with the theme of World Heritage Preservation. PilotFish Communications was then set to action as a team of 6 with equal creative input to formulate a Game that has a message. In our first meeting after the brief we were excited. The target audience was set for 16 to 25 a very young category. In order to get your attention out of games like Candy Crush Saga and Temple Run and play a game related to a social cause was a daunting task. I say this after looking at this Youtube video that pretty much describes the audience we would ‘like’ to communicate too. http://www.youtube.com/watch?v=v4Qv26IWyGU

With a few million hits I cannot really assume this is our ‘Target Audience’
But the category of audience is what we are currently in the process of defining as a group. 

Pilot Fish communications is a media and communications company and we believe that our vision is to 'enthuse and activate the world with limitless creativity'. We started off with perfecting our logo and stuck to Michele’s hand drawn logo to bring the creative aspect of our company.We did initially try to develop a Photoshop version but stuck to this as it brings out our brands identity. 


As we walked through the client brief we came up with 3 ideas to address the game and its social aspect. As research began the one thing that I came across the gamers fraternity is their obsession with aliens and came to the idea of using them as a character. We did come up with an initial idea to have the aliens as the character endangering these world heritage sites and how the player has to save the world by protecting these sites. This game could be modified and enhanced and be a breakaway from the current obsession of zombies in the current mobile gaming market (ZombieRun, Plant vs Zombies, Age of Zombies.. etc) We concentrated on creating 3 versions of the game which targeted different aspects like Bio diversity and Sustainable Tourism and worked with themes of games like quests and adventures. After our feedback we though we needed to work a little more into the theme and story line of our game. 
As a basic outline our game needs to be Entertaining, Creative, Engrossing, Dynamic, Built for the 'head down' generation that creates a rippling effect on the same generation forcing them to lift their heads and make a difference in protecting our culture and heritage.


As we walked through this there were a lot of things that we needed to keep in mind considering our client brief was creating a game for World Heritage Preservation.
1st: Defining our audience and narrowing down on the Ideal audience who would play this game.  The age group was defined as 16 to 25, which is a very relatable age for us as a team. A very important question that will help us through this process would be if we as individuals would play such a game. We need to balance three aspects to appeal to an audience, first being creative and interesting and 2nd creating an educative game that interests people and third being the recall value of the game. Keeping all this in mind our ideal audience would be either be a student or a working individual. We wont really restrict the category to certain kind since our idea is to create a universal, fun game that is easy to play and interesting. The game should have humor value, since it is a very common thing to relate too!

2nd: Creating the right platform and launch for the game and defining the message of the game.
Since our game is a game that has a social initiative involved we need to define what all platforms will the games be launched on? Will it have a Facebook version? Will it be available or android and itunes? Will it feature on game websites like Zynga or will it be an extension on google? Ideally we would like to have all of these. We are also currently concentrating on defining the purpose and theme of our game which is extremely essential at this point.


3rd: Coming up with an idea that is intriguing and commercial that will automatically attract people to download our game and compete with their friends as they try to save world heritage sites. Utilizing social media to effectively forward our cause and create a sensation as a game that can be played like by all. 

4th: Creating a strategic game that educates people and extends their skills and brings them back to play it (recall value like candy crush and temple run) and share it with their friends and enables people to support our cause and our game and spread the right values through our game

5th: Creating a game that enhances a persons cultural and ethical skills and at the same time is very engrossing and engages the gamer to play it regularly.


As a theme of our game we have decided to concentrate on Sustainable tourism as a topic that we would like to educate people. We also our working our way towards a character of our game being a Pigeon and we are currently undertaking research to come to a consensus about the lead of our game.

PilotFish communications are currently undergoing R&D for the game and we will soon have all our essential ingredients ready to cause a stir and create a Game for Change. 



Sukriti Chopra

PilotFish Communications

Tuesday 26 November 2013

Thoughts on the Game Development, Core Values & Research on Cultural Heritage Sites and Young People's Engagement with them

First of all, I tried to follow the eight steps of methodology available on the G4C website in order to create a game with a meaningful social impact.


Step 1 Audience: Who is the game designed for?

            Young people aged 16-25. The game is addressed to a global audience. It should be a game both men and women can enjoy. In terms of psychographics, it is challenging to create the specific profile of our target group members. A person aged 16 and a person aged 25 might be significantly different: the 16 year old is probably a high school student, ambitious, open-minded, more open to change and new things, very much into games and technology, but also busy with school, hobbies, and planning his/her future. A 25 year old might be a college graduate or not, but he/she most likely has a job, perhaps even a family. The 25 year old is also aware of new gadgets and trends in general. The common denominator I see in both cases is that both are modern, busy, open minded, and interested in cool gadgets. I think they also share an interest in innovative concepts. They are also interested in environmental issues, enjoy travelling and have a vibrant social life.

            When it comes to accessibility and ability, I think the game should be a phone game/application. Mobile phones are the primary vehicle for G4C, which is perfectly reasonable, considering that guarantees accessibility for a bigger segment of the population. The game should also be able to work across multiple media platforms to get maximum accessibility: it can start as a phone application which is also available on Facebook. Since many people play games on Facebook, that might facilitate the spreading of the game and thus attract greater attention globally, from people who are in but also outside our target group.

            The game should be as simple as possible in its structure, so that the player can intuitively play it without having to get used to it– it should be easy to pick up. It should be a game that does not include too much writing, in case the people who play it have poor reading skills. Literacy skills are a major challenge for us as game developers, so we must try to accommodate as many people as we can, trying not to exclude anyone. However, it is impossible not to have any kind of written material in the game, so we should try to minimize it instead of eliminating it; if something can be represented visually, it should.

Step 2 Content: When and how is it played?
            The game would be un-moderated, and it would be played at home, during breaks at school/college, or after school (with friends, if it’s a game that allows multiple users that play together). Young people often create social communities around multiplayer games, so it is important to note that playing the game can be a chance for interaction with friends, a social behaviour.
As far as people’s motivation playing the game, I think the game should be viewed as a happy break, a relaxing but exciting and fun pastime. Playing games has been associated with lower levels of anxiety (http://www.digitalmeetsculture.net/wp-content/uploads/2013/07/Sara_de_Freitas_What-can-Gamification-add-to-cultural-heritage.pdf), so the game can be used as a relaxation “tool”.


Step 3 Impact: What is the goal?
            The goal of the game would be to raise awareness about cultural heritage preservation, as well as the challenges surrounding it. Also, the goal would be to motivate people to act in a respectful, responsible manner when it comes to preserving their own cultural heritage. Fundraising and real-world action could also be our goals. For instance, when someone finishes the game and passes the last level, there can be a link to a fundraising site, which would give him the opportunity to make a small donation.

Step 4 What is the right technology?
            As mentioned above, mobile phones would be preferred, as well as Facebook and online gaming sites (in order to maximize accessibility and attract people outside our target group as well)

Step 5 Sustainability: The cost should be as low as possible. Free gaming software can be used to build the game.
Ideas about the game
            When people think of cultural heritage preservation, the first thing that comes to mind is important historical monuments that have a significant symbolic value. Therefore, I would suggest working on this basis and having such historical monuments at the core of our game.


The audience is multi-cultural and multi-lingual. We must figure out a common language; this common language can be expressed through the theme of the game. I tried to draw inspiration from other games for change on cultural heritage, but I didn’t find any such games. I then thought of looking at movies that were successful globally, stories that seem to engage very diverse audiences. In order to do that, I looked at Harry Potter and Lord of the Rings, both critically acclaimed and very popular among people of our target audience (and audiences in general). The themes used in those films are themes that everybody can relate to: friendship, companionship, courage, doing the right thing (the battle between good and evil), love, the importance of unity. These are universal themes that appeal to all people, so they could be used in our G4C as well.

We could create a game in which the player can help restructure the old buildings. The point would be to create an immersive experience, to connect education and culture through missions and quests.



Regarding Our Core Values




-          Type of organization: media and communications agency (to be confirmed by all). We consider this as the best option as it allows flexibility and doesn’t limit us in any way.
-          Core values and characteristics:
1.      Global (necessary trait, as the project requires us to communicate with and relate to a global audience)

2.      Trustworthy/ Reliableà for obvious reasons. Any agency that wants to succeed in the long run needs to build brand loyalty, and being trustworthy and reliable is an integral part of that.

3.      Ethical and Socially Responsibleà Even though we cannot be an NGO like we initially wanted to, we can still use this as a part of our identity. This is of course related to point 2. If a company wants to succeed in today’s world, it just needs to show corporate responsibility and high ethical standards. This will give us the image of a transparent agency, which is also very important in our days (people are now more aware of the “dirty” corporate world and push for transparency, which is why so many companies now try so hard to emphasize how the offer  back to the community, what they do for the environment etc). Being ethical is not limited to things like the environment or giving back to charity/ the local communities. It also has to do with the treatment of employees working for the agency. The basis of a company is the people working for it, and an ethical, responsible company sees employee satisfaction as a top priority.


4.      Fun, Innovative, Creativeà With this project, we are trying to appeal to a young demographic. Young automatically means fun, playful, a little quirky, original. This should definitely be a part of our brand identity, not only being we are trying to appeal to youngsters but also because any media agency needs (by definition) to be creative in order to thrive. 

Cultural Heritage Sites and Threats:

My task was conducting research primarily on sustainable tourism, and in particular finding specific monuments and discussing the threats and risk factors associated with each one of them. The goal is to identify and select monuments that are very popular and thus easily recognized.


First of all, I tried to find some evidence regarding the involvement and engagement of young people (since they are our target group for the game) with cultural heritage sites. A report from the University of Newcastle was very helpful (http://www.english-heritage.org.uk/publications/historic-buildings-young-people/importance-value-historic-buildings-young-people.pdf)

According to that report, poverty seems to play an important role. Youngsters from impoverished areas are less likely to feel attached to or proud of the historical buildings in their area, and are also less likely to find those buildings special or distinctive. Almost 60% of respondents identified at least one listed site among their important buildings and places, which indicates that many young people actually care about those buildings/monuments. Youngsters living in more historical areas were more likely to include such monuments to their list of importance places.

This research presents a clear challenge to us, since it is evident that when people seem to care less about cultural heritage sites, it seems to be so due to the area where they live or the conditions of their life. Also, girls were slightly more likely to cite a historical building as being important to them. As game developers who want to engage young people globally, this will be a massive challenge.

Asked to describe why they found such buildings important, the teenagers’ responses can be grouped into certain categories: historic/famous, unique/landmark/distinctive, memories, personal or religious use, wider community use. Teenagers living in less historical areas are more likely to select “wider community use” as the reason why they find a building important.

Historical significance and fame is what made the respondents proud of their area. Monuments are described as “distinctive” and “special” more than anything else (ex. transport, beaches, rivers, museums, harbors, shops, parks, churches, sports). Nearly three out of five said they were attached to at least a local building, but still they were more attached to places related to personal use, mostly shops and parks. My thought here is that, since obviously personal use is very important in building attachment, we should perhaps find a way to actively engage the players and have them interact with those buildings.

Moving on to monuments that would seem appropriate for the game; the point here is to number a few significant monuments and find out the threats each one of them faces. In order to do this, I went through lists of monuments around the world and looked for online articles on travel-related websites to determine which the really popular ones were.

Questions we need to consider here: Do we need buildings in particular or generally, sites? In that case, we can also use national parks and natural sites. In the UN website, they are divided in cultural sites and natural sites. Which ones are we focusing on, or are we going for a mixed approach?

Here is a list with a few selected monuments:
1.      Taj Mahal, India. It attracts 3 million visitors a year. There are many sources referring to the threats in this case. Mostly, we have air and water pollution. There are industries and illegal factories in Agra, where it is located, there is heavy traffic which further adds to the air pollution, and there is uncontrolled construction around the monument. Ground water levels are sinking because the population is increasing (4 million) and requires more water. The wooden foundations of the building may collapse because they’re too dry. The marbe façade is turning yellow. Corrosion, acid rain.

Measures taken: Pollution stations around Agra monitorair quality around the clock. Car traffic has been banned within two kilometers of the monument. Electric and battery driven cars and buses then take tourists to the site. A natural gas pipeline is also in discussion. Factories and industries around Agra should be persuaded to change to cleaner forms of energy. Vehicles are now banned from within 500 metres of the monument and an LED display gives a running count of air pollution.
But the new report found that emissions of nitrogen oxide and particulates, for example, had reached levels higher than those that prompted a supreme court intervention to force authorities to act a decade ago.


Sources:



2.     Hagia Sophia, Turkey
No stable funding for restoration by the Turkish government, seismic threats due to its geographic location, might be turned into a mosque

Sources:

3.      Pyramids, Egypt. 14 million tourists per year before the 2011 revolution.
Illegally built cemeteries (lawlessness due to unstable political situation), subterranean water levels in Ginza are increasing due to the new drainage system installed in a neighboring village = risk of erosion and collapse of Sphinx, agricultural land and production moving closer to the pyramids due to an increase in population = foundations of pyramids could be damaged. Pollution of Cairo damaging the outside of the pyramids.

Sources:

4.      The Great Wall of China
Tourism is a major threat; people want to take souvenirs, others use it as a toilet. They also pollute. There is erosion due to frequent storms. More than two thirds destroyed or damaged. Reckless industrial expansion, desertification (no trees within 60 miles of the wall so as to see the enemies), forest converted to farmland, desert spreading, devouring grassland = sand dunes swallow parts of the wall, strong desert winds damage its top, floods gouge out the wall’s base and cause upper levels to collapse. Construction of factories around it has damaged part of the wall. Great commercialization, mercantile activities. Only 28% of the Chinese population thinks it needs to be protected! Illegal mining for copper and iron (=miners dig holes). Farmers using it for pathways.
Action: ideas to bury the wall, plant vegetation to prevent further erosion

Sources:

5.      The Acropolis, Greece
Pollution due to heavy traffic around the city center, erosion due to rain, rain makes the foundations subside
Action: some marbles moved to museums, laser technology to clean the surface
Sources:

6.      Machu Picchu, Peru. 2000 visitors a day!
Threatened by earthquakes and heavy tourist traffic, rubbish, deforestation, unorganized urban development, landslides, heavy rain causing erosion, forest fires around it that are hard to detect, hikers litter, hiking trail being eroded due to many hikers, people using “natural toilets” = the smell deters wildlife
Sources:

7.      Colosseum, Italy
Environmental threats: increased temperature fluctuations cause such materials to dangerously expand and contract, causing fractures and breakage. Monument neglect due to a lack of funds (it takes millions to preserve monuments). Global warming causes heavy rain and thus erosion of the marble foundations.
Sources:

8.      Golden Pavilion Temple, Japan
 No apparent threats, Japanese government heavily invests in preservation and protection

9.      Easter Islands Heads
Fungus on the statues (=lichens), conflict in the area between indigenous people and Chilean colonizers, insufficient funding by Chile
Sources:

10.  Stonehenge, UK
Heavy traffic around the monument, thus pollution, many tourists,
Sources: