More and more, people do not experience the past through books, museums, or even television, but through video games. This chapter discusses how these popular entertainment products provide playful and fun experiences of the past.Modern and Contemporary Studie
This thesis investigates how ancient history can be effectively presented through serious games for ...
Even as the field of game studies has flourished, critical historical studies of games have lagged b...
This paper investigates university students’ perceptions of how playing historical videogames has af...
This article summarizes past definitions of entertainment, serious games and virtual heritage in ord...
This chapter examines history students' perceptions of their learning about the past through playing...
Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as wel...
Over the past few decades, digital entertainment gaming has become very popular among a global audie...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
Historical computer games are a relatively young medium but they have a great potential to influence...
Technological advancement is a driving influence in the development of today’s culture. Upon the cre...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary c...
This article conceptually integrates research on the experience of nostalgia—defined as a predominan...
In 1997 Jane Murray published "Hamlet on the holodeck: the future of narrative in cyberspace", which...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
This thesis investigates how ancient history can be effectively presented through serious games for ...
Even as the field of game studies has flourished, critical historical studies of games have lagged b...
This paper investigates university students’ perceptions of how playing historical videogames has af...
This article summarizes past definitions of entertainment, serious games and virtual heritage in ord...
This chapter examines history students' perceptions of their learning about the past through playing...
Video games have become a mass culture phenomenon typical of the West Post-Industrial Society as wel...
Over the past few decades, digital entertainment gaming has become very popular among a global audie...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
Historical computer games are a relatively young medium but they have a great potential to influence...
Technological advancement is a driving influence in the development of today’s culture. Upon the cre...
In this essay I’ve had the purpose of examining if digital games are cultural heritage, to my aid I’...
This paper considers the medium of videogames from a goodmanian standpoint. After some preliminary c...
This article conceptually integrates research on the experience of nostalgia—defined as a predominan...
In 1997 Jane Murray published "Hamlet on the holodeck: the future of narrative in cyberspace", which...
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown....
This thesis investigates how ancient history can be effectively presented through serious games for ...
Even as the field of game studies has flourished, critical historical studies of games have lagged b...
This paper investigates university students’ perceptions of how playing historical videogames has af...