Museum gamification is often confined to a patina of fresh paint to renew canonical public engagement practices.
When in 2016 Battlefield 1 was released, many voices in Italy asked to recall the game, partially set on the Italian front during WW1
Talking about divisive memories means touching the core of the contemporary society, which is also reflected in historical video games.
As convincingly argued by many game scholars, we may agree in considering digital games as fictional worlds we can interact with
The post Engaging with Historical Imaginaries Through Digital Games appeared first on Public History Weekly.
The game and particularly the video game, due to the interactivity that is inherent in it, is a participatory medium par excellence.
A change in the culture of remembrance towards a digital-somatic phase is to be expected through immersive media such as "Witness Auschwitz"
Videogames are a form of public history, for alongside other digital media, they are the major factor that shapes the historical consciousness of today.
In 2010, the video game Red Dead Redemption took the Western genre into the 21st century. The now published sequel breaks with the ethical autarky of the gamers: Moral decisions have concrete effects.
Games grow in history-related entertainment. While videogames have received the most attention, board games like Kolejka from Poland lead to a possible analytical framework: As historical re-enactment.
Gamification is on everyone’s lips and it's industry is booming. It is changing the teaching of history in schools and in public. Are there any limits to gamification when teaching history?
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