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Book

Critical Gaming: Interactive History and Virtual Heritage

Book

Critical Gaming: Interactive History and Virtual Heritage

DOI link for Critical Gaming: Interactive History and Virtual Heritage

Critical Gaming: Interactive History and Virtual Heritage book

Critical Gaming: Interactive History and Virtual Heritage

DOI link for Critical Gaming: Interactive History and Virtual Heritage

Critical Gaming: Interactive History and Virtual Heritage book

ByErik Champion
Edition 1st Edition
First Published 2015
eBook Published 1 March 2016
Pub. Location London
Imprint Routledge
DOI https://doi.org/10.4324/9781315574981
Pages 232
eBook ISBN 9781315574981
Subjects Humanities, Reference & Information Science
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Champion, E. (2015). Critical Gaming: Interactive History and Virtual Heritage (1st ed.). Routledge. https://doi.org/10.4324/9781315574981

ABSTRACT

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.

TABLE OF CONTENTS

chapter |4 pages

Introduction

chapter 1|20 pages

Digital Humanities and the Limits of Text

chapter 2|36 pages

Game-based Learning and the Digital Humanities

chapter 3|14 pages

Virtual Reality

chapter 4|18 pages

Game-based History and Historical Simulations

chapter 5|32 pages

Virtual Heritage and Digital Culture

chapter 6|28 pages

Worlds, Roles and Rituals

chapter 7|12 pages

Joysticks of Death, Violence and Morality

chapter 8|24 pages

Intelligent Agents, Drama and Cinematic Narrative

chapter 9|18 pages

Biofeedback, Space and Place

chapter 10|6 pages

Applying Critical Thinking and Critical Play

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