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The Interactive Past

Author : Angus A. A. Mol
Publisher :
Page : 0 pages
File Size : 32,5 MB
Release : 2017
Category : Archaeology
ISBN : 9789088904370

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Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

Return to the Interactive Past

Author : Csilla E. Ariese-Vandemeulebroucke
Publisher :
Page : 200 pages
File Size : 29,89 MB
Release : 2021-12-21
Category :
ISBN : 9789088909139

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A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Return to the Interactive Past

Author : Csilla E. Ariese-Vandemeulebroucke
Publisher :
Page : 200 pages
File Size : 38,89 MB
Release : 2020
Category :
ISBN : 9789088909122

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A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Critical Gaming: Interactive History and Virtual Heritage

Author : Erik Champion
Publisher : Routledge
Page : 232 pages
File Size : 26,85 MB
Release : 2016-03-09
Category : Language Arts & Disciplines
ISBN : 1317157397

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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.

National Geographic History Book

Author : Marcus Cowper
Publisher : National Geographic Books
Page : 188 pages
File Size : 18,52 MB
Release : 2011-10-18
Category : History
ISBN : 1426206798

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A chronological journey through world history from the beginnings of man becomes interactive with reproductions of historical documents, including pages from the Gutenberg Bible, William Shakespeare's will, and blueprints for the Titanic.

Gaming the Past

Author : Jeremiah McCall
Publisher : Routledge
Page : 198 pages
File Size : 42,46 MB
Release : 2013-06-17
Category : Education
ISBN : 1136832092

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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Life as a Gladiator

Author : Michael Burgan
Publisher : Capstone
Page : 58 pages
File Size : 28,17 MB
Release : 2011
Category : Juvenile Nonfiction
ISBN : 1429647841

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"Describes the lives of gladiators in the Roman Empire. The readers' choices reveal the historical details of gladiators rebelling with Spartacus, training at a gladiator school in Pompeii, and trying to earn their freedom"--Provided by publisher.

Ellis Island

Author : Michael Burgan
Publisher : Capstone
Page : 113 pages
File Size : 26,1 MB
Release : 2013
Category : Juvenile Nonfiction
ISBN : 1476502536

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You choose which path you would take if you were an immigrant arriving at Ellis Island.

The History and Allure of Interactive Visual Novels

Author : Mark Kretzschmar
Publisher : Bloomsbury Publishing USA
Page : 273 pages
File Size : 39,69 MB
Release : 2023-06-15
Category : Games & Activities
ISBN : 150136863X

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Visual novels (VNs), a ludic video game genre that pairs textual fiction stories with anime-like images and varying degrees of interactivity, have increased in popularity among Western audiences in recent years. Despite originating in Japan, these stories have made their way into global culture as a genre accessible for both play and creation with wide-ranging themes from horror and loneliness to sexuality. The History and Allure of Interactive Visual Novels begins with a comprehensive overview of the visual novel genre and the cultural evolution that led to its rise, then explains the tropes and appeal of subgenres like bishojo (cute girl games), detective games, horror, and eroge (erotic games). Finally, the book explores the future of the genre in both user-generated games and games from other genres that liberally borrow both narrative and ludological themes from visual novels. Whether you're a long-standing fan of the genre or a newcomer looking for a fresh experience, The History and Allure of Interactive Visual Novels will provide an accessible and critically engaging overview of a genre that is rich in storytelling yet often overlooked.

History and Film

Author : Eleftheria Thanouli
Publisher : Bloomsbury Publishing USA
Page : 297 pages
File Size : 19,4 MB
Release : 2018-10-18
Category : Performing Arts
ISBN : 1501340794

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A Choice Outstanding Academic Title History and Film: A Tale of Two Disciplines addresses the representation of history in cinema, a much-argued debate on the need to understand cinematic history in its own terms and develop a certain vocabulary for discussing historical films, their relation to public history, and their impact on public historical consciousness. Eleftheria Thanouli does this by changing the agenda altogether - combining a macro-level perspective with a micro-level one in order to argue that cinematic history is the dominant form of historiography in the 20th century, as it succeeded in remediating and repurposing the key formal, rhetorical, and ideological practices of 19th-century professional historiography. With case studies ranging from The Thin Red Line and Life is Beautiful, to The Fog of War and The Last Bolshevik, Thanouli bridges the gap between history and film studies and lays the foundations for a new visual historiography.