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E-raamat: Critical Gaming: Interactive History and Virtual Heritage

(Curtin University, Australia)
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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.

Arvustused

If anyone doubts that games, gamification, and play do not provide a serious and essential path to creativity and knowledge-production about the past, then Erik Champions book will surely change their minds. The book is a must for teachers, historians, archaeologists, and museum and cultural heritage professionals interested in critically using games and virtual reality as tools for teaching and research. Ruth Tringham, University of California, Berkeley, USA Champions newest work represents a treasure trove of ideas for both scholars and practitioners in the field of digital heritage. Digital media designers will find a plethora of design ideas while researchers will encounter as many useful evaluation suggestions, both with the goal of creating virtual environments that convey a sense of cultural presence and facilitate cultural learning. Natalie Underberg-Goode, University of Central Florida, USA By emphasizing the new cultural role of serious games, game-based learning, and virtual heritage in making scholarly arguments, this book demonstrates the relevance of visualization, interaction and game design in a contemporary humanities discourse. It will be of great use to scholars and educators who want to include new digital methods in their research and courses while it will provide indispensable digital literacy, references, and case studies to 21st century students in humanities and heritage-related fields. Nicola Lercari, University of California, Merced, USA "...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

List of Figures
vii
List of Abbreviations
ix
Key Terms xi
Acknowledgements xv
Introduction 1(4)
1 Digital Humanities and the Limits of Text
5(20)
2 Game-based Learning and the Digital Humanities
25(36)
3 Virtual Reality
61(14)
4 Game-based History and Historical Simulations
75(18)
5 Virtual Heritage and Digital Culture
93(32)
6 Worlds, Roles and Rituals
125(28)
7 Joysticks of Death, Violence and Morality
153(12)
8 Intelligent Agents, Drama and Cinematic Narrative
165(24)
9 Biofeedback, Space and Place
189(18)
10 Applying Critical Thinking and Critical Play
207(6)
Index 213
Erik Champion is Professor of Cultural Visualisation at the School of Media, Culture and Creative Arts, Curtin University, Australia.