UID:
almafu_9961565572602883
Format:
1 online resource (232 p.)
Edition:
1st ed.
ISBN:
1-317-15739-7
,
1-315-57498-5
,
1-317-15738-9
,
1-4724-2291-0
Series Statement:
Digital research in the arts and humanities
Content:
This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage.
Note:
First published 2015 by Ashgate Publishing.
,
1. Digital humanities and the limits of text -- 2. Game-based learning and the digital humanities -- 3. Virtual reality -- 4. Game-based history and historical simulations -- 5. Virtual heritage and digital culture -- 6. Worlds, roles and rituals -- 7. Joysticks of death, violence and morality -- 8. Intelligent agents, drama and cinematic narrative -- 9. Biofeedback, space and place -- 10. Applying critical thinking and critical play.
,
English
Additional Edition:
ISBN 1-4724-2290-2
Language:
English
DOI:
10.4324/9781315574981