The Interactive Past

The Interactive Past
Author: Angus A. A. Mol,Angenitus Arie Andries Mol,Csilla E. Ariese-Vandemeulebroucke,Krijn H. J. Boom,Aris Politopoulos
Publsiher: Unknown
Total Pages: 0
Release: 2017
Genre: Archaeology
ISBN: 9088904375

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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.

Return to the Interactive Past

Return to the Interactive Past
Author: Csilla E. Ariese-Vandemeulebroucke,Krijn Boom,Angus A. A. Mol,Bram Van Hout,Aris Politopoulos
Publsiher: Unknown
Total Pages: 200
Release: 2021-12-21
Genre: Electronic Book
ISBN: 908890913X

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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 (2017), 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?

Gaming the Past

Gaming the Past
Author: Jeremiah McCall
Publsiher: Routledge
Total Pages: 198
Release: 2013-06-17
Genre: Education
ISBN: 9781136832093

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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.

Return to the Interactive Past

Return to the Interactive Past
Author: Csilla E. Ariese-Vandemeulebroucke
Publsiher: Unknown
Total Pages: 200
Release: 2020
Genre: Electronic Book
ISBN: 9088909121

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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 (2017), 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?

Archaeogaming

Archaeogaming
Author: Andrew Reinhard
Publsiher: Berghahn Books
Total Pages: 236
Release: 2018-06-18
Genre: Social Science
ISBN: 9781785338748

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Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to "archaeogaming"; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact.

Street Level Architecture

Street Level Architecture
Author: Conrad Kickert,Hans Karssenberg
Publsiher: Taylor & Francis
Total Pages: 221
Release: 2022-08-04
Genre: Architecture
ISBN: 9781000603347

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This book provides the tools to maintain and rebuild the interaction between architecture and public space. Despite the best intentions of designers and planners, interactive frontages have dwindled over the past century in Europe and North America. This book demonstrates why even our best intentions for interactive frontages are currently unable to turn a swelling tide of economic and technological evolution, land consolidation, introversion, stratification, and contagious decline. It uses these lessons to offer concrete locational, programming, design, and management strategies to maximize street-level interaction and trust between street-level architecture, its inhabitants, and the city. This book demonstrates that designers, developers, planners, and managers ultimately have to create the right preconditions for inhabitants and passersby to bring frontages to life. These preconditions connect architecture to its urban, social, economical, and technological context. Only the right frontage in the right context, with the right design, the right inhabitation, and the right attitude to the city will become part of the ecosystem of trust and interaction that supports public life. This book empowers the many participants in this ecosystem to build, inhabit, and enjoy truly urbane architecture.

Chris Crawford on Interactive Storytelling

Chris Crawford on Interactive Storytelling
Author: Chris Crawford
Publsiher: New Riders
Total Pages: 614
Release: 2012-12-12
Genre: Computers
ISBN: 9780133119633

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As a game designer or new media storyteller, you know that the story is critical to the success of your project. Telling that story interactively is an even greater challenge, one that involves approaching the story from many angles. Here to help you navigate and open your mind to more creative ways of producing your stories is the authority on interactive design and a longtime game development guru, Chris Crawford. To help you in your quest for the truly interactive story, Crawford provides a solid sampling of what works and doesn't work, and how to apply the lessons to your own storytelling projects. After laying out the fundamental ideas behind interactive storytelling and explaining some of the misconceptions that have crippled past efforts, the book delves into all the major systems that go into interactive storytelling: personality models, actors, props, stages, fate, verbs, history books, and more. Crawford also covers the Storytron technology he has been working on for several years, an engine that runs interactive electonic storyworlds, giving readers a first-hand look into practical storytelling methods.

History of Dance

History of Dance
Author: Gayle Kassing
Publsiher: Human Kinetics
Total Pages: 320
Release: 2017-06-22
Genre: Performing Arts
ISBN: 9781492586425

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History of Dance, Second Edition, offers readers a panoramic view of dance from prehistory to the present. The text covers the dance forms, designs, artists, costumes, performing spaces, and accompaniments throughout the centuries and around the globe. Its investigative approach engages students in assignments and web projects that reinforce the learning from the text, and its ancillaries for both teachers and students make it easy for students to perceive, create, and respond to the history of dance. New to This Edition History of Dance retains its strong foundations from the first edition while adding these new and improved features: • An instructor guide with media literacy assignments, teaching tips, strategies for finding historical videos, and more • A test bank with hundreds of questions for creating tests and quizzes • A presentation package with hundreds of slides that present key points and graphics • A web resource with activities, extensions of chapter content, annotated links to useful websites, and study aids • Developing a Deeper Perspective assignments that encourage students to use visual or aesthetic scanning, learn and perform period dances, observe and write performance reports, develop research projects and WebQuests (Internet-based research projects), and participate in other learning activities • Experiential learning activities that help students dig deeper into the history of dance, dancers, and significant dance works and literature • Eye-catching full-color interior that adds visual appeal and brings the content to life Also new to this edition is a chapter entitled “Global Interactions: 2000–2016,” which examines dance in the 21st century. Resources and Activities The web resources and experiential learning activities promote student-centered learning and help students develop critical thinking and investigative skills.Teachers can use the experiential learning activities as extended projects to help apply the information and to use technology to make the history of dance more meaningful. Three Parts History of Dance is presented in three parts. Part I covers early dance history, beginning with prehistoric times and moving through ancient civilizations in Greece, Crete, Egypt, and Rome and up to the Renaissance. Part II explores dance from the Renaissance to the 20th century, including a chapter on dance in the United States from the 17th through 19th centuries. Part III unfolds the evolution of American dance from the 20th century to the present, examining imported influences, emerging modern dance and ballet, and new directions for both American ballet and modern dance. Chapters Each chapter focuses on the dancers and choreographers, the dances, and significant dance works and literature from the time period. Students will learn how dance design has changed through the ages and how new dance genres, forms, and styles have emerged and continue to emerge. The chapters also include special features, such as History Highlight sidebars and Time Capsule charts, to help students place dancers, events, and facts in their proper context and perspective. Vocabulary words appear at the end of each chapter, as do questions that prompt review of the chapter’s important information. The text is reader-friendly and current, and it is supported by the national standards in dance, arts education, social studies, and technology education. Through History of Dance, students will acquire a well-rounded view of dance from the dawn of time to the present day. This influential text offers students a foundation for understanding and a springboard for studying dance in the 21st century.