This book features a mix of chapters in the field of gaming, playing and history, offering insights from both theoreticians and practitioners of gaming and history. Topics include gamification in history education and heritage or (mis)representations of history in computer games.
This book aims to further a debate about aspects of "playing" and "gaming" in connection with history. Reaching out to academics, professionals and students alike, it pursues a dedicated interdisciplinary approach. Rather than only focusing on how professionals could learn from academics in history, the book also ponders the question of what academics can learn from gaming and playing for their own practice, such as gamification for teaching, or using "play" as a paradigm for novel approaches into historical scholarship. "Playing" and "gaming" are thus understood as a broad cultural phenomenon that cross-pollinates the theory and practice of history and gaming alike.
Part 1: History of Gaming
1. A Quantitative Study of Historical
Videogames (19812015)
2. "The British Empire Would Gain New Strength from
Nursery Floors": Depictions of Travel and Place in Nineteenth-Century British
Board Games Part 2: Gaming in History Education
3. Designing and Using
Digital Games as Historical Learning Contexts for Primary School Classrooms
4. Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval
History
5. The Great History Conundrum: Could Immersive Games Enhance an
Undergraduate "Skills" Course?
6. Play as a Technique for History in Higher
Education Part 3: Computer Games and Public History
7. The Heritage Game
8.
Respawning the Past Part 4: Reflections on Gaming and History
9. Playing
Against the Past?: Representing the Play Element of Historical Cultures in
Videogames
10. Fantasies of Control: Modding for Ethnic Violence and Nazi
Fetishism in Historical Strategy Games
11. Charlemagne at the Battle of
Gettysburg: Video Games and the Middle Ages Part 5: Fan Cultures of Historic
Games
12. History, Fandom, and Online Game Communities
13. Ye Olde FAQ: The
Darklands Game, Immersiveness and Fan Fiction
14. Arnold Hendrick on
Darklands Part 6: "Accuracy" in Computer Games
15. Shooting for Accuracy:
Historicity and Video Gaming
16. Modern Warfare: Call of Duty, Battlefield,
and the World Wars
17. "Man Spielt Nicht Mit Hakenkreuzen!: Imaginations of
the Holocaust and Crimes Against Humanity During World War II in Digital Games
Alexander von Lünen is Senior Lecturer in Digital Humanities at the University of Huddersfield, UK.
Katherine J. Lewis is Senior Lecturer in Medieval History at the University of Huddersfield, UK.
Benjamin Litherland is Senior Lecturer in Journalism and Media Studies at the University of Huddersfield, UK.
Pat Cullum is School Student Experience Co-ordinator for the School of Music, Humanities and Media at the University of Huddersfield, UK.