Critical Gaming: Interactive History and Virtual Heritage

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 th...

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Bibliographic Details
Main Author: Champion, Erik
Other Authors: Marilyn Deegan
Format: Book
Published: Ashgate Publishing Limited 2015
Subjects:
Online Access:http://hdl.handle.net/20.500.11937/6777
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author Champion, Erik
author2 Marilyn Deegan
author_facet Marilyn Deegan
Champion, Erik
author_sort Champion, Erik
building Curtin Institutional Repository
collection Online Access
description 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.
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institution Curtin University Malaysia
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publishDate 2015
publisher Ashgate Publishing Limited
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spelling curtin-20.500.11937-67772023-02-27T07:34:27Z Critical Gaming: Interactive History and Virtual Heritage Champion, Erik Marilyn Deegan Lorna Hughes Andrew Prescott Harold Short games virtual reality computer games Virtual heritage interactive history 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. 2015 Book http://hdl.handle.net/20.500.11937/6777 10.4324/9781315574981 Ashgate Publishing Limited restricted
spellingShingle games
virtual reality
computer games
Virtual heritage
interactive history
Champion, Erik
Critical Gaming: Interactive History and Virtual Heritage
title Critical Gaming: Interactive History and Virtual Heritage
title_full Critical Gaming: Interactive History and Virtual Heritage
title_fullStr Critical Gaming: Interactive History and Virtual Heritage
title_full_unstemmed Critical Gaming: Interactive History and Virtual Heritage
title_short Critical Gaming: Interactive History and Virtual Heritage
title_sort critical gaming: interactive history and virtual heritage
topic games
virtual reality
computer games
Virtual heritage
interactive history
url http://hdl.handle.net/20.500.11937/6777