The inter-relationship between digital humanities and digital games is surprisingly seldom investigated. This book explains how games and virtual environments can be used in teaching and research to critique issues and topics in virtual heritage and interactive history. Individual chapters highlight the importance of visualisation, rituals, role-playing, alternatives to violent gameplay, interactive narrative, biofeedback and critical thinking.
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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 simulation-focused gaming experiences, and lays the groundwork for potentially fascinating developments in coming decades." - Mark R. Johnson, University of York
"...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 simulation-focused gaming experiences, and lays the groundwork for potentially fascinating developments in coming decades." - Mark R. Johnson, University of York