Ludic Literature: Evaluating Skyrim for Humanities Modding

This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a twenty year old game franchise, Skyrim has inspired var...

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Bibliographic Details
Main Author: Champion, Erik
Format: Conference Paper
Published: HRI Online Publications 2015
Online Access:http://hridev1.shef.ac.uk/openbook/chapter/DHC2014-Anon
http://hdl.handle.net/20.500.11937/31673
Description
Summary:This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a twenty year old game franchise, Skyrim has inspired various writings and musings on its relation to Digital Humanities. Digital Humanities has moved to a more immersive, participative, tool-making medium, a recent report on digital archives has proposed digital tools integrate with history curriculums (Sampo, 2014) and that “digital history may narrow the gap between academic and popular history”. Can games also be used to promote traditional literary mediums as well as experiential and immersive archives?