Digital games are leisure products that are part of popular culture, in which entertainment is given priority over historical accuracy. This article aims to contextualize this medium’s challenges as regards the dissemination and learning of history, highlighting the unique characteristics that make it essential to consider the problem from the perspective of understanding these complex phenomena in the context of history. The results of game experiences are presented based on the title (game) “Portugal 1111- The conquest of Soure” and we show how the development of historical understanding was enhanced in the game, and how questioning, contextualisation and corroboration of that understanding forms the cornerstone of the digital ga...
In contemporary historical culture, digital entertainment games about the Second World War have beco...
The present work aims to present a reading of some central elements on the Sid Meier’s Civilization ...
As tecnologias tem ganhado cada vez mais espaço na rotina social dos sujeitos. Telefones, computador...
A cursory look at video games and youth can often prove readings and simplistic conclusions. However...
O presente trabalho tem como tema o uso dos jogos eletrônicos, especificamente dos videogames, como ...
Equacionar a exploração de experiências de jogo de jogos digitais baseados em simulações, para promo...
Presently, people of all ages and social spheres have been gaming in their own household or at frien...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
O presente trabalho foi originado a partir das reflexões suscitadas por uma pesquisa de pós-doutorad...
The changes brought about by communication technologies estimulates the development of new languages...
In my thesis I focus on analysing the representations and images in historical digital games. I base...
Over the past few decades, digital entertainment gaming has become very popular among a global audie...
The digital educational game proves to be a very interesting resource in the teaching and learning p...
In 21st century, digital games reached a whole new level of interaction and immersion. Unlike the e...
Video games are among the expressive means of culture that have most popularized historical themes....
In contemporary historical culture, digital entertainment games about the Second World War have beco...
The present work aims to present a reading of some central elements on the Sid Meier’s Civilization ...
As tecnologias tem ganhado cada vez mais espaço na rotina social dos sujeitos. Telefones, computador...
A cursory look at video games and youth can often prove readings and simplistic conclusions. However...
O presente trabalho tem como tema o uso dos jogos eletrônicos, especificamente dos videogames, como ...
Equacionar a exploração de experiências de jogo de jogos digitais baseados em simulações, para promo...
Presently, people of all ages and social spheres have been gaming in their own household or at frien...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
O presente trabalho foi originado a partir das reflexões suscitadas por uma pesquisa de pós-doutorad...
The changes brought about by communication technologies estimulates the development of new languages...
In my thesis I focus on analysing the representations and images in historical digital games. I base...
Over the past few decades, digital entertainment gaming has become very popular among a global audie...
The digital educational game proves to be a very interesting resource in the teaching and learning p...
In 21st century, digital games reached a whole new level of interaction and immersion. Unlike the e...
Video games are among the expressive means of culture that have most popularized historical themes....
In contemporary historical culture, digital entertainment games about the Second World War have beco...
The present work aims to present a reading of some central elements on the Sid Meier’s Civilization ...
As tecnologias tem ganhado cada vez mais espaço na rotina social dos sujeitos. Telefones, computador...