Digital Entertainment Gaming as a Site for (Informal) Historical Learning? A Reflection on Possibilities and Limitations

Research output: Chapter/Conference proceedingChapterAcademic

Abstract

Over the past few decades, digital entertainment gaming has become very popular among a global audience of players, including a significant number of school-aged young adults. Some of the most popular digital entertainment games offer a (fictionalized) representation of historical events. This chapter offers a reflection on how digital entertainment gaming can be adopted to advance historical learning and the development of processual historical thinking skills. I do so by analyzing historical digital games as cultural artefacts embedded in a broader digitized media ecology, and digital games as integrated into formal school history curricula.
Original languageEnglish
Title of host publicationHistory Education in the Digital Age
EditorsMario Carretero, Maria Cantabrana, Cristian Parellada
Chapter9
Pages165-180
Number of pages16
ISBN (Electronic)978-3-031-10743-6
Publication statusPublished - 4 Oct 2022

Bibliographical note

Publisher Copyright:
© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022.

Research programs

  • ESHCC HIS

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