ABSTRACT

Critical Gaming: Interactive History and Virtual Heritage can be seen as a collection of chapters designed to provoke thought and discussion, or it can be seen and used as separate chapters that may help class debate in courses dealing with the digital humanities, game studies (especially in the areas of serious games and game-based learning) or aspects of virtual heritage. While there are very few books in this intersecting area, the range of topics that could be investigated and debated is huge. So instead I have concentrated on questions in areas that appear to be central to the intersection of these three areas, have not currently been debated to any great extent or are topics that would suit either individual reflection or classroom discussion and debate.