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Critical Gaming : Interactive History and Virtual Heritage

Author: Erik Champion
Publisher: Farnham, Surrey : Ashgate, [2015]
Series: Digital research in the arts and humanities.
Edition/Format:   Print book : EnglishView all editions and formats
Summary:
"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  Read more...
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Additional Physical Format: Ebook version
Document Type: Book
All Authors / Contributors: Erik Champion
ISBN: 9781472422903 1472422902
OCLC Number: 910239329
Description: xvi, 215 pages : illustrations ; 24 cm.
Contents: Introduction --
Digital humanities and the limits of text --
Game-based learning and the digital humanities --
Virtual reality --
Game-based history and historical simulations --
Virtual heritage and digital culture --
Worlds, roles and rituals --
Joysticks of death, violence and morality --
Intelligent agents, drama and cinematic narrative --
Biofeedback, space and place --
Applying critical thinking and critical play.
Series Title: Digital research in the arts and humanities.
Responsibility: Erik Champion, Curtin University, Australia.

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."--

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"...proposes a number of intriguing and provocative suggestions, relating to both our theoretical understanding of games and in giving more empirical recommendations for the future of heritage- or Read more...

 
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