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  • Ariese-Vandemeulebroucke, Csilla E.

    Idioma: Inglés

    Publicado por Sidestone Press, 2018

    ISBN 10: 9088905924 ISBN 13: 9789088905926

    Librería: Books From California, Simi Valley, CA, Estados Unidos de America

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    Paperback. Condición: Very Good.

  • Imagen del vendedor de The Interactive Past: Archaeology, Heritage, and Video Games a la venta por Bookbot

    Angus Arie Andries Mol

    Idioma: Inglés

    Publicado por Sidestone Press, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: Bookbot, Prague, Republica Checa

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    Softcover. Condición: Fine. Leichte Rillen / Abschurfungen / Risse / Knicke. Video games, a prominent cultural form today, have a complex relationship with history. Titles like Sid Meier's Civilization and Assassin's Creed, alongside indie games such as Never Alone, weave heritage and historical narratives into their design and gameplay. This integration allows millions to engage with humanity's diverse past through interactive exploration and recreation. As video games embrace historical themes, they also emerge as a valuable field of study for disciplines focused on the past. They serve as innovative tools for knowledge dissemination and heritage communication, fostering theoretical and methodological advancements.The book features a range of contributors, including archaeologists, heritage scholars, and game developers, who examine the intersection of video games and history through unique writings. Topics include how game design can inform archaeological methods, leveraging games for impactful storytelling, and the archaeological study of games, including conservation challenges. The text also highlights a crowd-sourced chapter from Kickstarter backers, showcasing the community's involvement in its creation. These diverse examples illustrate how interactive play enriches our understanding of the past, making a compelling case for the reciprocal relationship between gaming and heritage.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

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  • Idioma: Inglés

    Publicado por Sidestone Press, 2021

    ISBN 10: 908890913X ISBN 13: 9789088909139

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    hardcover. Condición: Very Good. Cover and edges may have some wear.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: GreatBookPrices, Columbia, MD, Estados Unidos de America

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  • Ariese, Csilla

    Idioma: Inglés

    Publicado por Routledge 11/12/2021, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: BargainBookStores, Grand Rapids, MI, Estados Unidos de America

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    Paperback or Softback. Condición: New. Practicing Decoloniality in Museums: A Guide with Global Examples. Book.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Majestic Books, Hounslow, Reino Unido

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    EUR 57,34

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    Condición: New.

  • MOL, A.A.A., C.E. ARIESE-VANDEMEULEBROUCKE, a.o., (eds.),

    Idioma: Inglés

    Publicado por Sidestone Press, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: Scrinium Classical Antiquity, Aalten, Holanda

    Miembro de asociación: ILAB NVVA

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    Sidestone Press, Leiden, 2017. 235p. Paperback. Video games, even though they are one of the present?s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier?s Civilization or Assassin?s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity?s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. (Publisher's information).

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: GreatBookPricesUK, Woodford Green, Reino Unido

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    EUR 52,83

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    Condición: As New. Unread book in perfect condition.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Ria Christie Collections, Uxbridge, Reino Unido

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    EUR 58,41

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    Condición: New. In.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: GreatBookPricesUK, Woodford Green, Reino Unido

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    EUR 58,40

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    Condición: New.

  • Csilla Ariese

    Idioma: Inglés

    Publicado por Amsterdam University Press, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Kennys Bookshop and Art Galleries Ltd., Galway, GY, Irlanda

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    EUR 67,15

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    Condición: New. 2021. Paperback. . . . . .

  • Ariese, Csilla/ Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Amsterdam Univ Pr, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Revaluation Books, Exeter, Reino Unido

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    EUR 72,08

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    Paperback. Condición: Brand New. 123 pages. 9.00x6.00x0.50 inches. In Stock.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Books Puddle, New York, NY, Estados Unidos de America

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    EUR 81,32

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    Condición: New.

  • Ariese, Csilla; Wróblewska, Magdalena

    Idioma: Inglés

    Publicado por Routledge, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Biblios, Frankfurt am main, HESSE, Alemania

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    EUR 74,87

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    Condición: New.

  • Csilla Ariese

    Idioma: Inglés

    Publicado por Amsterdam University Press, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: Kennys Bookstore, Olney, MD, Estados Unidos de America

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    EUR 82,31

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    Condición: New. 2021. Paperback. . . . . . Books ship from the US and Ireland.

  • Csilla E. Ariese-Vandemeulebroucke

    Idioma: Inglés

    Publicado por Sidestone Press Dissertations, 2018

    ISBN 10: 9088905932 ISBN 13: 9789088905933

    Librería: Buchpark, Trebbin, Alemania

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    EUR 107,70

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    Condición: Hervorragend. Zustand: Hervorragend | Seiten: 286 | Sprache: Englisch | Produktart: Bücher | A mosaic is the only image which can do justice to museums in the Caribbean. They are as diverse and plentiful as the many communities which form the cores of their organizations and the hearts of their missions. These profoundly social museums adopt participatory practices and embark on community engagement processes in order to embed themselves firmly in contemporary Caribbean societies. This dissertation presents a mosaic of 195 Caribbean museums and the results of a unique research project based on a mixed methods approach. It begins with a macro view of Caribbean museums and their participatory practices. This part of the study consisted of a regional museum survey in which the museum visit was approached as an event, leading to the creation of an extensive database of Caribbean museums and their participatory practices. The dissertation continues by zooming in to a micro level to explore the dynamics of community engagement processes in two case studies. The Kalinago Barana Autê in Dominica shows the ongoing process of an indigenous grassroots initiative that became a governmentally owned but locally managed museum. The Bengal to Barbados exhibition in Barbados reveals the complex dynamics of the beginnings of a co-curation project between a heterogeneous migrant community and a national museum. By giving voice to grassroots museums, this dissertation shifts the museological discussion away from the usual suspects to consider topics such as the ephemeral museum. By combining a regional museum survey with case studies, it provides both overarching and close-up views of this mosaic. From ecomuseums and object donations, to multi-vocality and participatory styles, and the need for negotiation and representativity, the study reveals a multitude of facets of the social museum in the Caribbean. This book is a unique resource for museologists around the world, especially those interested in community engagement. It is particularly valuable for those working in, with, or on museums in the Caribbean. Contents 1. Introduction 2. Theoretical Framework 3. Methodological Framework 4. Caribbean Participatory Practices 5. Case Study: Kalinago Barana Autê, Dominica 6. Case Study: Bengal to Barbados Exhibition, Barbados 7. The Social Museum 8. Conclusions Acknowledgements References List of Figures Appendix Summary in English Summary in Dutch Curriculum Vitae.

  • Angus A. A. Mol

    Idioma: Inglés

    Publicado por Sidestone Press Mai 2017, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania

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    EUR 40,00

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    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.

  • Csilla Ariese

    Idioma: Inglés

    Publicado por Taylor and Francis, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: PBShop.store UK, Fairford, GLOS, Reino Unido

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    EUR 60,90

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    PAP. Condición: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

  • Csilla E. Ariese-Vandemeulebroucke

    Idioma: Inglés

    Publicado por Sidestone Press Dissertations Sep 2018, 2018

    ISBN 10: 9088905924 ISBN 13: 9789088905926

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -A mosaic is the only image which can do justice to museums in the Caribbean. They are as diverse and plentiful as the many communities which form the cores of their organizations and the hearts of their missions. These profoundly social museums adopt participatory practices and embark on community engagement processes in order to embed themselves firmly in contemporary Caribbean societies. This dissertation presents a mosaic of 195 Caribbean museums and the results of a unique research project based on a mixed methods approach. It begins with a macro view of Caribbean museums and their participatory practices. This part of the study consisted of a regional museum survey in which the museum visit was approached as an event, leading to the creation of an extensive database of Caribbean museums and their participatory practices. The dissertation continues by zooming in to a micro level to explore the dynamics of community engagement processes in two case studies. The Kalinago Barana Autê in Dominica shows the ongoing process of an indigenous grassroots initiative that became a governmentally owned but locally managed museum. The Bengal to Barbados exhibition in Barbados reveals the complex dynamics of the beginnings of a co-curation project between a heterogeneous migrant community and a national museum. By giving voice to grassroots museums, this dissertation shifts the museological discussion away from the usual suspects to consider topics such as the ephemeral museum. By combining a regional museum survey with case studies, it provides both overarching and close-up views of this mosaic. From ecomuseums and object donations, to multi-vocality and participatory styles, and the need for negotiation and representativity, the study reveals a multitude of facets of the social museum in the Caribbean. This book is a unique resource for museologists around the world, especially those interested in community engagement. It is particularly valuable for those working in, with, or on museums in the Caribbean. Contents1. Introduction2. Theoretical Framework3. Methodological Framework4. Caribbean Participatory Practices5. Case Study: Kalinago Barana Autê, Dominica6. Case Study: Bengal to Barbados Exhibition, Barbados7. The Social Museum8. ConclusionsAcknowledgementsReferencesList of FiguresAppendixSummary in English Summary in Dutch Curriculum Vitae 286 pp. Englisch.

  • Idioma: Inglés

    Publicado por Sidestone Press, 2021

    ISBN 10: 9088909121 ISBN 13: 9789088909122

    Librería: moluna, Greven, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Explore the complex and creative interplay between video games and humanity s past.A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural e.

  • Idioma: Inglés

    Publicado por Sidestone Press, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: moluna, Greven, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Kartoniert / Broschiert. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.Vide.

  • Csilla E. Ariese-Vandemeulebroucke

    Idioma: Inglés

    Publicado por Sidestone Press Nov 2021, 2021

    ISBN 10: 9088909121 ISBN 13: 9789088909122

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans¿ voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents 1. Introduction Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. Boom Part I: Narratives in and of Video Games 2. The Role of Historical Research and ¿Historical Accuracy¿ in Where the Water Tastes Like Wine Johnnemann Nordhagen 3. Their Memory: Exploring Veterans¿ Voices Iain Donald, Emma Houghton and Kenneth Scott-Brown 4. The Desolation of Vixens John Aycock and Hayden Kroepfl 5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain Dennis Jansen Part II: Representations and Intersectionality in Video Games 6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ¿Immersion¿ in Video Games Mata Haggis-Burridge 7. ¿Transcending History and the World¿: Ancient Greece and Rome in Versus Fighting Video Games Dunstan Lowe 8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation Ashlee Bird 9. Fork in the Road: Consuming and Producing Video Game Cartographies Florence Smith Nicholls Part III: Historical Research and Learning through Video Games 10. Scholarly History through Digital Games: Pedagogical Practice as Research Method Robert Houghton 11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools Juan Hiriart 12. Gaming the Past: Video Games and Historical Literacy in the College Classroom Jeffrey Lawler and Sean Smith 13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games George L. Vlachos 14. Stories Around the Campfire The Interactive Past Community (Curated by Csilla E. Ariese)Books on Demand GmbH, Überseering 33, 22297 Hamburg 210 pp. Englisch.

  • Angus A. A. Mol

    Idioma: Inglés

    Publicado por Sidestone Press Mai 2017, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania

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    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.

  • Angus A. A. Mol (u. a.)

    Idioma: Inglés

    Publicado por Sidestone Press, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: preigu, Osnabrück, Alemania

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    Taschenbuch. Condición: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Taschenbuch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904363 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.

  • Csilla E. Ariese-Vandemeulebroucke (u. a.)

    Idioma: Inglés

    Publicado por Sidestone Press, 2021

    ISBN 10: 9088909121 ISBN 13: 9789088909122

    Librería: preigu, Osnabrück, Alemania

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    Taschenbuch. Condición: Neu. Return to the Interactive Past | Csilla E. Ariese-Vandemeulebroucke (u. a.) | Taschenbuch | Englisch | 2021 | Sidestone Press | EAN 9789088909122 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.

  • Csilla E. Ariese-Vandemeulebroucke

    Idioma: Inglés

    Publicado por Sidestone Press, 2021

    ISBN 10: 9088909121 ISBN 13: 9789088909122

    Librería: AHA-BUCH GmbH, Einbeck, Alemania

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    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).

  • Angus A. A. Mol

    Idioma: Inglés

    Publicado por Sidestone Press, 2017

    ISBN 10: 9088904367 ISBN 13: 9789088904363

    Librería: AHA-BUCH GmbH, Einbeck, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Taschenbuch. Condición: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

  • Csilla Ariese|Magdalena Wróblewska

    Idioma: Inglés

    Publicado por Taylor & Francis, 2021

    ISBN 10: 9463726969 ISBN 13: 9789463726962

    Librería: moluna, Greven, Alemania

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    Kartoniert / Broschiert. Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Csilla E. Ariese is a museologist specializing in community engagement and practicing decoloniality. She worked as a postdoctoral researcher to study how the Amsterdam Museum is dealing with its colonial past. Prior to this she completed her PhD, titled .

  • Csilla E. Ariese-Vandemeulebroucke

    Idioma: Inglés

    Publicado por Sidestone Press Nov 2021, 2021

    ISBN 10: 908890913X ISBN 13: 9789088909139

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Buch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese) 210 pp. Englisch.