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  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904367 / 9789088904363

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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).…

  • Sprache: Englisch

    Verlag: Sidestone Pr, 2021

    9088909121 / 9789088909122

    • Softcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Paperback. Zustand: Brand New. 208 pages. 9.75x7.00x0.50 inches. In Stock.

  • Sprache: Englisch

    Verlag: Sidestone Pr, 2017

    9088904367 / 9789088904363

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    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Paperback. Zustand: Brand New. 01 edition. 235 pages. 9.75x7.00x0.50 inches. In Stock.

  • Sprache: Englisch

    Verlag: Sidestone Pr, 2018

    9088905924 / 9789088905926

    • Softcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Paperback. Zustand: Brand New. 01 edition. 270 pages. 10.00x7.00x0.75 inches. In Stock.

  • Sprache: Englisch

    Verlag: Sidestone Press Dissertations, 2018

    9088905932 / 9789088905933

    • Hardcover

    Anbieter: Buchpark, Trebbin, DeutschlandBuchpark

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    Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Pr, 2017

    9088904375 / 9789088904370

    • Hardcover

    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Hardcover. Zustand: Brand New. 01 edition. 235 pages. 10.00x7.00x0.75 inches. In Stock.

  • Sprache: Englisch

    Verlag: Sidestone Pr, 2018

    9088905932 / 9789088905933

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    Anbieter: Revaluation Books, Exeter, Vereinigtes KönigreichRevaluation Books

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    Hardcover. Zustand: Brand New. 01 edition. 270 pages. 10.25x7.00x0.75 inches. In Stock.

  • Sprache: Englisch

    Verlag: Sidestone Press Mai 2017, 2017

    9088904367 / 9789088904363

    • Softcover
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    Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2021

    9088909121 / 9789088909122

    • Softcover
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    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

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    Taschenbuch. Zustand: 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).…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904367 / 9789088904363

    • Softcover
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    Anbieter: AHA-BUCH GmbH, Einbeck, DeutschlandAHA-BUCH GmbH

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Dissertations Sep 2018, 2018

    9088905924 / 9789088905926

    • Softcover
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    Anbieter: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, DeutschlandBuchWeltWeit Ludwig Meier e.K.

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904367 / 9789088904363

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    Kartoniert / Broschiert. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2021

    9088909121 / 9789088909122

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    Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Dissertations, 2018

    9088905924 / 9789088905926

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    Taschenbuch. Zustand: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Mai 2017, 2017

    9088904367 / 9789088904363

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Nov 2021, 2021

    9088909121 / 9789088909122

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904367 / 9789088904363

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    Taschenbuch. Zustand: 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.…

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    9088909121 / 9789088909122

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    Taschenbuch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Nov 2021, 2021

    908890913X / 9789088909139

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    Buch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Dissertations Sep 2018, 2018

    9088905924 / 9789088905926

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    Taschenbuch. Zustand: Neu. This item is printed on demand - Print on Demand Titel. 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 EnglishSummary in DutchCurriculum VitaeBooks on Demand GmbH, Überseering 33, 22297 Hamburg 286 pp. Englisch.…

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    Verlag: Sidestone Press Dissertations, 2018

    9088905924 / 9789088905926

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    Taschenbuch. Zustand: Neu. The Social Museum in the Caribbean | Csilla E. Ariese-Vandemeulebroucke | Taschenbuch | NEXUS 1492 | 286 S. | Englisch | 2018 | Sidestone Press Dissertations | EAN 9789088905926 | 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. …

  • Sprache: Englisch

    Verlag: Sidestone Press, 2021

    908890913X / 9789088909139

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    Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2021

    908890913X / 9789088909139

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    Buch. Zustand: 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).…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904375 / 9789088904370

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    Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Mai 2017, 2017

    9088904375 / 9789088904370

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    Buch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2021

    908890913X / 9789088909139

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    Buch. Zustand: Neu. Return to the Interactive Past | Csilla E. Ariese-Vandemeulebroucke (u. a.) | Buch | Englisch | 2021 | Sidestone Press | EAN 9789088909139 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904375 / 9789088904370

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    Buch. Zustand: 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.…

  • Sprache: Englisch

    Verlag: Sidestone Press Nov 2021, 2021

    908890913X / 9789088909139

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    Buch. Zustand: 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 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)Books on Demand GmbH, Überseering 33, 22297 Hamburg 210 pp. Englisch.…

  • Sprache: Englisch

    Verlag: Sidestone Press, 2017

    9088904375 / 9789088904370

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    Buch. Zustand: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Buch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904370 | 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.

  • Sprache: Englisch

    Verlag: Sidestone Press Mai 2017, 2017

    9088904375 / 9789088904370

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    Buch. Zustand: 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.…