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Designing and using game environments as historical learning contexts

Hiriart, JFV

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Abstract

The virtual presentation of landscapes in games, thanks to the exponential increase of
representational power of digital technologies, has been progressively challenging the capacity of
gaming audiences to distinguish virtual environments from real-world referents. This spectacular
growth, however, has not been mirrored by a comparable progress in the simulation of the
natural and social processes from real environments. Although highly realistic, game landscapes
in most commercial titles still remain as inert theatrical scenery, devoid of any capacity to reflect
the effects of human life agency and the inextricable nature of social and natural processes. In
this paper, I present a historical game prototype, developed with the intention of representing the
inherent complexity of historical landscapes. The game simulates everyday life in Anglo-Saxon
Britain, and has been iteratively produced in cycles of development and play-testing sessions
with the participation of archaeologists, historians, and educators.

Citation

Hiriart, J. (2017, March). Designing and using game environments as historical learning contexts. Presented at Computer Applications and Quantitative Methods in Archaeology Conference (CAA 2017), Georgia State University, Atlanta, GA, USA

Presentation Conference Type Other
Conference Name Computer Applications and Quantitative Methods in Archaeology Conference (CAA 2017)
Conference Location Georgia State University, Atlanta, GA, USA
Start Date Mar 14, 2017
End Date Mar 16, 2017
Acceptance Date Oct 1, 2016
Publication Date Mar 16, 2017
Deposit Date Sep 20, 2018
Publicly Available Date Sep 20, 2018
DOI https://doi.org/10.15496/publikation-43219
Publisher URL https://doi.org/10.15496/publikation-43219
Related Public URLs https://2017.caaconference.org/
Additional Information Event Type : Conference

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