This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a twenty year old game franchise, Skyrim has inspired various writings and musings on its relation to Digital Humanities. Digital Humanities has moved to a more immersive, participative, tool-making medium, a recent report on digital archives has proposed digital tools integrate with history curriculums (Sampo, 2014) and that “digital history may narrow the gap between academic and popular history”. Can games also be used to promote traditional literary mediums as well as experiential and immersive arc...
There is an increasing amount of digital literature for children, which has mainly gone undetected b...
Seiça describes modification as an art practice meant to subvert and divert from what we—as readers,...
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and dissemi...
While the ludology versus narratology debate raged within game studies circles [1], game designers c...
This paper examines whether certain computer games, most notably RPGs, can be thought of as examples...
This study seeks to determine whether video games, specifically narrative role-playing games, have m...
In recent years, medieval videogames have come under increased academic scrutiny. This includes both...
The article offers a definition, overview, and assessment of the current state of digital humanities...
Video games are one of the largest cultural industries in the world and an important part of life fo...
International audienceIn certain digital gaming subcultures, specific games are extended and enhance...
Video game modification, or fans creating game components from their original assets, has the potent...
An examination of the potential for diversifying digital Shakespeare scholarship through a ludic app...
This article considers offers a definition, overview and assessment of the current state of Digital ...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
Tabletop roleplaying games (or TRPGs in short form) have often been objects of analytical confusion....
There is an increasing amount of digital literature for children, which has mainly gone undetected b...
Seiça describes modification as an art practice meant to subvert and divert from what we—as readers,...
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and dissemi...
While the ludology versus narratology debate raged within game studies circles [1], game designers c...
This paper examines whether certain computer games, most notably RPGs, can be thought of as examples...
This study seeks to determine whether video games, specifically narrative role-playing games, have m...
In recent years, medieval videogames have come under increased academic scrutiny. This includes both...
The article offers a definition, overview, and assessment of the current state of digital humanities...
Video games are one of the largest cultural industries in the world and an important part of life fo...
International audienceIn certain digital gaming subcultures, specific games are extended and enhance...
Video game modification, or fans creating game components from their original assets, has the potent...
An examination of the potential for diversifying digital Shakespeare scholarship through a ludic app...
This article considers offers a definition, overview and assessment of the current state of Digital ...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
Tabletop roleplaying games (or TRPGs in short form) have often been objects of analytical confusion....
There is an increasing amount of digital literature for children, which has mainly gone undetected b...
Seiça describes modification as an art practice meant to subvert and divert from what we—as readers,...
“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and dissemi...