The presentation slides outline the design and development of Industrial Re:evolution, an educational game simulating the Industrial Revolution in England and Wales (1600–1851). The slides begin by introducing the rational for building a game and the... Read More about Presentation slides for the paper "Gaming the Industrial Revolution: Participatory Design with Historical Data for Classroom Learning," presented at the 18th European Conference on Game-Based Learning in Aarhus, Denmark, on October 3-4, 2024..
Outputs (21)
Paper Submitted to: CAA2023, S35. Indigenous Knowledge and Digital Archaeology: potential, problems and prospects
Games and digital technologies are increasingly part of archaeological investigation and interpretation. As built environments, games... Read More about Presentation slides of the paper Towards Collaborative Archaeogame Design and Development: Iteration, Innovation and the Southern Je, presented at Computer Applications and Quantitative Methods in Archaeology International Conference. Amsterdam 3 - 6 April 2023..
Southern Jê Immersive Exhibition. MediacityUK, 16 - 20 October 2023 (2025)
Data
This exhibition presented an experimental exploration of immersive technologies to convey the archaeology and lived experiences of a Southern Jê village in the Brazilian highlands. Dating back to the first century B.C., these communities occupied a v... Read More about Southern Jê Immersive Exhibition. MediacityUK, 16 - 20 October 2023.
The Battle of Waterloo: Short Graphic Novel (2025)
Digital Artefact
This graphic novel about the Battle of Waterloo was created for the UK-based charity Waterloo Uncovered and featured in the second volume of their annual project review, covering the period from 2017 to 2018. Authored by Florence Laino and illustrate... Read More about The Battle of Waterloo: Short Graphic Novel.
Analysing The Prospects For The Chinese Console Game Industry Based On The Case Studies Of US European And Japanese Markets (2025)
Thesis
This research focuses on the prospects of the Chinese video game industry by
analysing market analyses from the US, Europe and Japan. It employs a
comprehensive mixed-method approach that integrates both quantitative and
qualitative research metho... Read More about Analysing The Prospects For The Chinese Console Game Industry Based On The Case Studies Of US European And Japanese Markets.
Gaming the Industrial Revolution. Participatory design with historical data for classroom learning (2024)
Presentation / Conference Contribution
Industrial Re:evolution is an educational game developed by a collaborative team of educators, historians, game designers, and developers. The game allows students to hypothesise about the underlying causal mechanisms of the Industrial Revolution whi... Read More about Gaming the Industrial Revolution. Participatory design with historical data for classroom learning.
Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour (2023)
Book Chapter
Hiriart, J. (2023). Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour. In E. Champion, & J. F. H. Vera (Eds.), Assassin’s Creed‹ in the Classroom, History’s Playground or a Stab in the Dark? (133--150). De Gruyter. https://doi.org/10.1515/9783111253275-007This chapter explores the integration of empathy and historical learning in Assassin’s Creed Valhalla Discovery Tour (VDT). By introducing mission quests in VDT, the game establishes empathic connections between players and historical characters, pre... Read More about Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour.
Workshopping Board Games for Space Place and Culture (2023)
Book Chapter
Designing video games for history classrooms (2022)
Book Chapter
History is very much present in children's lives through a myriad of cultural products varying from TV shows, historical fiction books, films and video games. The latter undoubtedly has become one of the most popular engagements with the past for new... Read More about Designing video games for history classrooms.
Playing with taskscapes : representing medieval life through video games technologies (2021)
Book Chapter
This paper explores the affordances and limitations of video games as a medium for the representation and meaningful understanding of the past, focusing on the early medieval period of British history. This study is led by the ideas exposed by Tim In... Read More about Playing with taskscapes : representing medieval life through video games technologies.