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E-book

Title Historia Ludens : the Playing Historian
Edition First edition
Published [Place of publication not identified] : Routledge, 2019

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Description 1 online resource (xxiv, 294 pages)
Series Routledge Approaches to History ; 30
Routledge approaches to history ; 30.
Contents Part 1: History of Gaming 1. A Quantitative Study of Historical Videogames (1981-2015) Yannick Rochat 2. "The British Empire Would Gain New Strength from Nursery Floors": Depictions of Travel and Place in Nineteenth-Century British Board Games Holly Nielsen Part 2: Gaming in History Education 3. Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms Juan Hiriart 4. Grand Theft Longboat: Using Videogames and Medievalism to Teach Medieval History Katherine J. Lewis 5. The Great History Conundrum: Could Immersive Games Enhance an Undergraduate "Skills" Course? Alex Moseley 6. Play as a Technique for History in Higher Education Pat Cullum Part 3: Computer Games and Public History 7. The Heritage Game Luke Holmes 8. Respawning the Past Robert Whitaker Part 4: Reflections on Gaming and History 9. Playing Against the Past?: Representing the Play Element of Historical Cultures in Videogames Adam Chapman 10. Fantasies of Control: Modding for Ethnic Violence and Nazi Fetishism in Historical Strategy Games Andrew J. Salvati 11. Charlemagne at the Battle of Gettysburg: Video Games and the Middle Ages Andrew B.R. Elliott Part 5: Fan Cultures of Historic Games 12. History, Fandom, and Online Game Communities Nick Webber and E. Charlotte Stevens 13. Ye Olde FAQ: The Darklands Game, Immersiveness and Fan Fiction Alexander von Lünen 14. Arnold Hendrick on Darklands Matt Barton and Arnold J. Hendrick Part 6: "Accuracy" in Computer Games 15. Shooting for Accuracy: Historicity and Video Gaming Lisa Traynor and Jonathan Ferguson 16. Modern Warfare: Call of Duty, Battlefield, and the World Wars Chris Kempshall 17. "Man Spielt Nicht Mit Hakenkreuzen!': Imaginations of the Holocaust and Crimes Against Humanity During World War II in Digital Games Eugen Pfister
Summary 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
Bibliography Includes bibliographical references and index
Notes 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
Vendor-supplied metadata
Subject History -- Study and teaching -- Simulation methods
Simulation games in education.
Video games.
HISTORY -- General.
HISTORY -- Historiography.
Electronic games
History -- Study and teaching -- Simulation methods
Simulation games in education
Form Electronic book
Author Lünen, Alexander von, 1971- editor.
Lewis, Katherine J., 1969- editor.
Litherland, Benjamin, editor.
Cullum, P. H., editor.
ISBN 9780429345616
0429345615
9781000692952
1000692957
9781000693133
1000693139
9781000693317
1000693317