Historia Ludens
The Playing Historian
Herausgeber: Lünen, Alexander von; Litherland, Benjamin; Lewis, Katherine J
Historia Ludens
The Playing Historian
Herausgeber: Lünen, Alexander von; Litherland, Benjamin; Lewis, Katherine J
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This book features a mix of chapters in the field of gaming, playing and history, offering insights from both theoreticians and practitioners of gaming and history. Topics include gamification in history education and heritage or (mis)representations of history in computer games.
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This book features a mix of chapters in the field of gaming, playing and history, offering insights from both theoreticians and practitioners of gaming and history. Topics include gamification in history education and heritage or (mis)representations of history in computer games.
Produktdetails
- Produktdetails
- Verlag: Jenny Stanford Publishing
- Seitenzahl: 318
- Erscheinungstermin: 13. Dezember 2021
- Englisch
- Abmessung: 229mm x 152mm x 17mm
- Gewicht: 426g
- ISBN-13: 9781032240497
- ISBN-10: 1032240490
- Artikelnr.: 62951911
- Verlag: Jenny Stanford Publishing
- Seitenzahl: 318
- Erscheinungstermin: 13. Dezember 2021
- Englisch
- Abmessung: 229mm x 152mm x 17mm
- Gewicht: 426g
- ISBN-13: 9781032240497
- ISBN-10: 1032240490
- Artikelnr.: 62951911
Alexander von Lünen is Senior Lecturer in Digital Humanities at the University of Huddersfield, UK. Katherine J. Lewis is Senior Lecturer in Medieval History at the University of Huddersfield, UK. Benjamin Litherland is Senior Lecturer in Journalism and Media Studies at the University of Huddersfield, UK. Pat Cullum is School Student Experience Co-ordinator for the School of Music, Humanities and Media at the University of Huddersfield, UK.
Part 1: History of Gaming 1. A Quantitative Study of Historical Videogames
(1981-2015) 2. "The British Empire Would Gain New Strength from Nursery
Floors": Depictions of Travel and Place in Nineteenth-Century British Board
Games Part 2: Gaming in History Education 3. Designing and Using Digital
Games as Historical Learning Contexts for Primary School Classrooms 4.
Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval
History 5. The Great History Conundrum: Could Immersive Games Enhance an
Undergraduate "Skills" Course? 6. Play as a Technique for History in Higher
Education Part 3: Computer Games and Public History 7. The Heritage Game 8.
Respawning the Past Part 4: Reflections on Gaming and History 9. Playing
Against the Past?: Representing the Play Element of Historical Cultures in
Videogames 10. Fantasies of Control: Modding for Ethnic Violence and Nazi
Fetishism in Historical Strategy Games 11. Charlemagne at the Battle of
Gettysburg: Video Games and the Middle Ages Part 5: Fan Cultures of
Historic Games 12. History, Fandom, and Online Game Communities 13. Ye Olde
FAQ: The Darklands Game, Immersiveness and Fan Fiction 14. Arnold Hendrick
on Darklands Part 6: "Accuracy" in Computer Games 15. Shooting for
Accuracy: Historicity and Video Gaming 16. Modern Warfare: Call of Duty,
Battlefield, and the World Wars 17. "Man Spielt Nicht Mit Hakenkreuzen!':
Imaginations of the Holocaust and Crimes Against Humanity During World War
II in Digital Games
(1981-2015) 2. "The British Empire Would Gain New Strength from Nursery
Floors": Depictions of Travel and Place in Nineteenth-Century British Board
Games Part 2: Gaming in History Education 3. Designing and Using Digital
Games as Historical Learning Contexts for Primary School Classrooms 4.
Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval
History 5. The Great History Conundrum: Could Immersive Games Enhance an
Undergraduate "Skills" Course? 6. Play as a Technique for History in Higher
Education Part 3: Computer Games and Public History 7. The Heritage Game 8.
Respawning the Past Part 4: Reflections on Gaming and History 9. Playing
Against the Past?: Representing the Play Element of Historical Cultures in
Videogames 10. Fantasies of Control: Modding for Ethnic Violence and Nazi
Fetishism in Historical Strategy Games 11. Charlemagne at the Battle of
Gettysburg: Video Games and the Middle Ages Part 5: Fan Cultures of
Historic Games 12. History, Fandom, and Online Game Communities 13. Ye Olde
FAQ: The Darklands Game, Immersiveness and Fan Fiction 14. Arnold Hendrick
on Darklands Part 6: "Accuracy" in Computer Games 15. Shooting for
Accuracy: Historicity and Video Gaming 16. Modern Warfare: Call of Duty,
Battlefield, and the World Wars 17. "Man Spielt Nicht Mit Hakenkreuzen!':
Imaginations of the Holocaust and Crimes Against Humanity During World War
II in Digital Games
Part 1: History of Gaming 1. A Quantitative Study of Historical Videogames
(1981-2015) 2. "The British Empire Would Gain New Strength from Nursery
Floors": Depictions of Travel and Place in Nineteenth-Century British Board
Games Part 2: Gaming in History Education 3. Designing and Using Digital
Games as Historical Learning Contexts for Primary School Classrooms 4.
Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval
History 5. The Great History Conundrum: Could Immersive Games Enhance an
Undergraduate "Skills" Course? 6. Play as a Technique for History in Higher
Education Part 3: Computer Games and Public History 7. The Heritage Game 8.
Respawning the Past Part 4: Reflections on Gaming and History 9. Playing
Against the Past?: Representing the Play Element of Historical Cultures in
Videogames 10. Fantasies of Control: Modding for Ethnic Violence and Nazi
Fetishism in Historical Strategy Games 11. Charlemagne at the Battle of
Gettysburg: Video Games and the Middle Ages Part 5: Fan Cultures of
Historic Games 12. History, Fandom, and Online Game Communities 13. Ye Olde
FAQ: The Darklands Game, Immersiveness and Fan Fiction 14. Arnold Hendrick
on Darklands Part 6: "Accuracy" in Computer Games 15. Shooting for
Accuracy: Historicity and Video Gaming 16. Modern Warfare: Call of Duty,
Battlefield, and the World Wars 17. "Man Spielt Nicht Mit Hakenkreuzen!':
Imaginations of the Holocaust and Crimes Against Humanity During World War
II in Digital Games
(1981-2015) 2. "The British Empire Would Gain New Strength from Nursery
Floors": Depictions of Travel and Place in Nineteenth-Century British Board
Games Part 2: Gaming in History Education 3. Designing and Using Digital
Games as Historical Learning Contexts for Primary School Classrooms 4.
Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval
History 5. The Great History Conundrum: Could Immersive Games Enhance an
Undergraduate "Skills" Course? 6. Play as a Technique for History in Higher
Education Part 3: Computer Games and Public History 7. The Heritage Game 8.
Respawning the Past Part 4: Reflections on Gaming and History 9. Playing
Against the Past?: Representing the Play Element of Historical Cultures in
Videogames 10. Fantasies of Control: Modding for Ethnic Violence and Nazi
Fetishism in Historical Strategy Games 11. Charlemagne at the Battle of
Gettysburg: Video Games and the Middle Ages Part 5: Fan Cultures of
Historic Games 12. History, Fandom, and Online Game Communities 13. Ye Olde
FAQ: The Darklands Game, Immersiveness and Fan Fiction 14. Arnold Hendrick
on Darklands Part 6: "Accuracy" in Computer Games 15. Shooting for
Accuracy: Historicity and Video Gaming 16. Modern Warfare: Call of Duty,
Battlefield, and the World Wars 17. "Man Spielt Nicht Mit Hakenkreuzen!':
Imaginations of the Holocaust and Crimes Against Humanity During World War
II in Digital Games