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Historia Ludens -

Historia Ludens

The Playing Historian
Buch | Hardcover
294 Seiten
2019
Routledge (Verlag)
978-0-367-36386-4 (ISBN)
CHF 235,65 inkl. MwSt
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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.

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.

Part 1: History of Gaming 1. A Quantitative Study of Historical Videogames (1981–2015) 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

Erscheinungsdatum
Reihe/Serie Routledge Approaches to History
Zusatzinfo 1 Tables, black and white; 1 Line drawings, black and white; 15 Halftones, black and white; 16 Illustrations, black and white
Verlagsort London
Sprache englisch
Maße 152 x 229 mm
Gewicht 453 g
Themenwelt Geisteswissenschaften Geschichte Geschichtstheorie / Historik
Geschichte Teilgebiete der Geschichte Kulturgeschichte
ISBN-10 0-367-36386-0 / 0367363860
ISBN-13 978-0-367-36386-4 / 9780367363864
Zustand Neuware
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