ABSTRACT
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using "play" as a paradigm for novel approaches into historical scholarship. "Playing" and "gaming" are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.
TABLE OF CONTENTS
part 1|33 pages
History of Gaming
chapter 2|14 pages
‘The British Empire Would Gain New Strength from Nursery Floors’
part 2|67 pages
Gaming in History Education
chapter 5|18 pages
The Great History Conundrum
part 3|28 pages
Computer Games and Public History
part 4|55 pages
Reflections on Gaming and History
chapter 9|22 pages
Playing Against the Past?
chapter 10|15 pages
Fantasies of Control
part 5|53 pages
Fan Cultures of Historic Games
part 6|44 pages
‘Accuracy’ in Computer Games