Gaming the Past 2022
DOI: 10.4324/9781003272229-4
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Genres of Historical Games and Academic Standards of History and Social Studies

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Cited by 13 publications
(22 citation statements)
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“…As we have argued above, the first focus area is mostly concerned with the sign level of cybermedia objects, while the second predominantly focuses on mechanical systems. Both these dimensions combined configure what McCall (2011McCall ( , 2016 has termed an interactive problem space which players can engage with for educational or other purposes (see also Apperley, 2010).…”
Section: Seeing and Doing: Games As Representations And Simulationsmentioning
confidence: 99%
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“…As we have argued above, the first focus area is mostly concerned with the sign level of cybermedia objects, while the second predominantly focuses on mechanical systems. Both these dimensions combined configure what McCall (2011McCall ( , 2016 has termed an interactive problem space which players can engage with for educational or other purposes (see also Apperley, 2010).…”
Section: Seeing and Doing: Games As Representations And Simulationsmentioning
confidence: 99%
“…Regardless of how neatly configured a particular game is, player choices will always have a certain impact on how the story is told, unfolds, and can be witnessed by others, including struggles against an "implied player" (Aarseth, 2007) and transgressive attempts to cheat or break the game (Jørgensen & Karlsen, 2018). This fact is the very condition for McCall's (2011McCall's ( , 2016 understanding of games as interactive problem spaces. It also constitutes the core of Pötzsch and Šisler's (2019) model visualizing how constrained player actions lead to the emergence of different representations that are then interpreted to produce meanings that, ultimately, feed back into later acts of configuring, reconfiguring, and interpreting narratives (figure 3).…”
Section: Seeing and Doing: Games As Representations And Simulationsmentioning
confidence: 99%
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“…The idea of using games to engage learners in the process of active learning is not new. As cited by Cicchino (2015), Game-Based Learning environment enables learners to make meaningful choices within problem (McCall, 2011) and often present learner with ill-structured problems, well-structured rules with ill-structured paths to resolution, students typically work in small groups and construct knowledge through the activation of prior understanding, as well as by engaging in collaborative discourse.…”
Section: Introductionmentioning
confidence: 99%