Historia Ludens: The Playing HistorianAlexander von Lünen, Katherine J. Lewis, Benjamin Litherland, Pat Cullum 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. |
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Contents
Designing and Using Digital Games as Historical Learning Contexts | |
PART 3 | |
Using Video Games and Medievalism to Teach | |
Could Immersive Games Enhance | |
Play as a Technique for History in Higher Education | |
The Heritage Game | |
Respawning the Past | |
Video Games and the Middle Ages | |
History Fandom and Online Game Communities | |
The Darklands Game Immersiveness and Fan Fiction | |
Arnold Hendrick on Darklands | |
Historicity and Video Gaming | |
Imaginations of the Holocaust | |
Modding for Ethnic Violence and Nazi Fetishism | |
Other editions - View all
Historia Ludens: The Playing Historian Alexander von Lünen,Katherine J. Lewis,Benjamin Litherland,Pat Cullum No preview available - 2019 |
Historia Ludens: The Playing Historian Alexander von Lünen,Katherine J. Lewis,Benjamin Litherland,P. H. Cullum No preview available - 2019 |
Common terms and phrases
Accessed actions activity allow Anglo-Saxon approach argues aspects assessment audience become British Call century Chapman chapter character collection computer games concept consider create critical cultural Darklands described developers digital games discussion draw edited educational effect element engagement example experience explore fiction figure further gameplay German given historians Huizinga human ideas imagination important individual interaction interest interpretation issues learning live London March mark means medieval Middle Ages module narrative nature objects offer particular past period pitch play player political popular possible potential practice present Press produced puzzles question recent relation represent representation Robin Hood rules Second simulation social sources space specific story teaching things understanding University video games World York