Because of my interest in both history and games, I’m always on the look-out for good writing or new takes on how to bring elements of the gaming world into the framework of historical inquiry. Increasingly, I’m finding my best sources of this kind of reading from my Twitter stream, as was the case when Shawn Graham (@electricarchaeo) pointed me towards an article in the recent edition of the Canadian Game Studies Association journal, ‘Loading…‘, titled ‘Beyond the ‘Historical’ Simulation: Using Theories of History to Inform Scholarly Game Design‘.
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What follows is a draft of a paper written in conjunction with Robert Blades concerning the Looted Heritage project. Introduction In his overview of what ‘open access’ might mean in the academy, Peter Suber draws attention to the salient features of what it means to call something ‘open’ – that it is digital, the cost (to…
Yesterday, my HeritageCrowd project website was annihilated. Gone. Kaput. Destroyed. Joined the choir. It is a dead parrot. This is what I think happened, what I now know and need to learn, and what I think the wider digital humanities community needs to think about/teach each other. HeritageCrowd was (may be again, if I can…
Subscribe to Comments for this Post Part 1 of n: An Introduction A bunch of my recent posts have mentioned networks. Elijah Meeks not-so-subtly hinted that it might be a good idea to discuss some of the basics of networks on this blog, and I’m happy to oblige. He already introduced network visualizations on his own blog, and did a fantastic job of it,…
Editors’ Note: Many scholars working in the Digital Humanities are thinking about the theory, design, and social and pedagogical impact of games. The posts below cover some of the variety of issues within this field. Further discussion will occur at THATCamp Games, January 20-22, 2012 at the University of Maryland-College Park. Please Tweet @dhnow or email dhnow [at] pressforward [dot] org if you have more to suggest. *updated 12/1/11*