ABSTRACT

Remix games are like remix videos, remix music, or remix images in that they are primarily comprised of sampled content. As a working definition, for the purposes of this chapter, remix games may be understood as games that are composed of previously published media elements, which have been appropriated, repurposed, and reconfigured in the creation of a new work that communicates different messages and meanings than the source material. This chapter has shown, the adoption of games as tools in digital humanities scholarship has been gradually increasing over the past decade, to the point where games have almost become an accepted form of academic publication in their own right. Finally, through a sample of global examples, this chapter highlights how remix games can be used to support existing practices within digital humanities scholarship, such as visualization, digital archiving, innovative pedagogy, and virtual simulation, while potentially enabling a range of new ones.