Skip to main content

Research Repository

Advanced Search

All Outputs (16)

Gaming the Industrial Revolution. Participatory design with historical data for classroom learning (2024)
Conference Proceeding
Hiriart, J., Litvine, A., & Bowman, N. (in press). Gaming the Industrial Revolution. Participatory design with historical data for classroom learning. . https://doi.org/10.34190/ecgbl.18.1.2712

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/10.1515/9783111253275-007

This 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.

Designing video games for history classrooms (2022)
Book Chapter
Hiriart, J. (2022). Designing video games for history classrooms. In S. Bertoldi, & A. Mariotti (Eds.), The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games (56-65). Oxford: Archaeopress

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
Hiriart, J. (2021). Playing with taskscapes : representing medieval life through video games technologies. In K. Alvestad, & R. Houghton (Eds.), The Middle Ages in Modern Culture: History and Authenticity in Contemporary Medievalism (174-185). Bloomsbury. https://doi.org/10.5040/9781350167452.0020

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.

Playing with things : representing medieval material culture through video-games (2020)
Presentation / Conference
Hiriart, J. (2020, June). Playing with things : representing medieval material culture through video-games. Presented at The Middle Ages in Modern Games Twitter Conference, Online (Twitter)

In the same way that an empty room deprived of any objects to relate to becomes uninhabitable, an empty desert does not allow life to take place (Gibson, 1979). It is only through the perception and everyday use of the things of the world (i.e. build... Read More about Playing with things : representing medieval material culture through video-games.

Designing and using digital games as historical learning contexts for primary school classrooms (2019)
Book Chapter
Hiriart, J. (2019). Designing and using digital games as historical learning contexts for primary school classrooms. In A. Von Lunen, K. Lewis, B. Litherland, & P. Cullum (Eds.), Historia Ludens : The Playing Historian (37-53). London, United Kingdom: Taylor & Francis Ltd

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way to connect with the past presents unique characteristics, different from previous forms of hi... Read More about Designing and using digital games as historical learning contexts for primary school classrooms.

The game of making an archaeology game : proposing a design framework for historical game design (2018)
Presentation / Conference
Hiriart, J. (2018, March). The game of making an archaeology game : proposing a design framework for historical game design. Presented at Computer Applications and Quantitative Methods in Archaeology (CAA) International Conference, Tübingen, Germany

In the last years, game technologies have been increasingly raising the interest of archaeological communities as means to communicate the scientific data, process, interpretations, and findings from sites. This interest is evidenced by numerous exam... Read More about The game of making an archaeology game : proposing a design framework for historical game design.

Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games (2018)
Presentation / Conference
Hiriart, J. (2018, January). Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games. Presented at PLAY/PAUSE Symposium, University of Birmingham, Birmingham

In the last decades, the exponential increase in computer game graphics technology has made possible to virtually reconstruct historical worlds with an unprecedented level of detail and realism. This capacity, however, has not been accompanied by a c... Read More about Bringing things to life : understanding everyday life through the procedural representation of material culture in historical video games.

Designing and using game environments as historical learning contexts (2017)
Presentation / Conference
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

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... Read More about Designing and using game environments as historical learning contexts.

Surviving the Middle Ages : notes on crafting gameplay for a digital historical game (2016)
Journal Article
Hiriart, J. (2016). Surviving the Middle Ages : notes on crafting gameplay for a digital historical game. SAA Archaeological Record, 16(5), 34-37

This article does not have an abstract. The full text is available to view via the official url link above, and is also accessible in pdf format via the "Publication" link below.

Can we build it? Using experimental prototyping and iterative development for historical game design (2016)
Presentation / Conference
Hiriart, J. (2016, August). Can we build it? Using experimental prototyping and iterative development for historical game design. Presented at DIGRA and FDG First Joint International Conference, Dundee, Scotland

The experimental development of game prototypes has been gaining attention in academic circles as a valid research method to understand this medium and its potential for historical representation and learning. In spite that in recent years advances i... Read More about Can we build it? Using experimental prototyping and iterative development for historical game design.

How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools
Presentation / Conference
Hiriart, J. How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools. Presented at Communicating the Past in the Digital Age Proceedings of the International Conference on Digital Methods in Teaching and Learning in Archaeology (12th-13th October 2018), University of Cologne

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement, with a great potential to influence popular conceptions about the past (Uricchio, 2005; Chapman, 2012). In spite of the... Read More about How to be a “good” Anglo-Saxon : designing and using historical videogames in primary schools.

Gaming the past : designing and using digital games as historical learning contexts
Thesis
Hiriart, J. Gaming the past : designing and using digital games as historical learning contexts. (Thesis). University of Salford

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way of connecting with the past presents unique characteristics, setting the medium apart from pr... Read More about Gaming the past : designing and using digital games as historical learning contexts.