Files Have Been Downloaded 3,132,222,530 Times (Correct On

Total Page:16

File Type:pdf, Size:1020Kb

Files Have Been Downloaded 3,132,222,530 Times (Correct On Open Research Online The Open University’s repository of research publications and other research outputs The Informal Learning of History with Digital Games Thesis How to cite: Beavers, Sian M. (2020). The Informal Learning of History with Digital Games. PhD thesis The Open University. For guidance on citations see FAQs. c 2019 Sian M. Beavers https://creativecommons.org/licenses/by-nc-nd/4.0/ Version: Version of Record Link(s) to article on publisher’s website: http://dx.doi.org/doi:10.21954/ou.ro.0001111f Copyright and Moral Rights for the articles on this site are retained by the individual authors and/or other copyright owners. For more information on Open Research Online’s data policy on reuse of materials please consult the policies page. oro.open.ac.uk The Informal Learning of History with Digital Games Sian Beavers Thesis submitted to The Open University for the degree of Doctor of Philosophy Institute of Educational Technology The Open University July 2019 Abstract Digital games that represent history, i.e. ‘historical games’, are a fundamental way that players can engage with the past. Their focus on historical representations, narratives and processes means educators are using them in formal educational practice. Surprisingly, there is little empirical research on the educational outcomes from the use of historical games in formal contexts, and the specific ways they can increase a learner’s historical awareness and understanding. Existing research on historical game engagements outside of these formal contexts is even scarcer. There has been very little study of whether, what, and how players informally learn through historical games, and their informal learning activities in relation to them. This thesis presents two empirical studies that begin to address this imbalance, exploring player perceptions of historical games as a medium for informal historical learning. The first, an online survey completed by 621 respondents, compared audience and player perceptions of fictive historical film, television series, and games. This situated historical games within the wider media landscape of fictional representations of the past in visual culture, and how they are comparably perceived as media for informal historical learning. The second, more extensive study adopted an ethnographic approach, narrowing the focus of the first by exploring players’ informal learning experiences with historical games that specifically represent classical antiquity. It identified the historical knowledge outcomes particularly associated with historical game use, also examining player’s learning practices with the games that move beyond the game experience (e.g. information seeking, modding, after-action report writing, forum use, and LetsPlay videos). This research thus offers a greater and more comprehensive understanding of informal learning with, and in relation to historical games, highlighting the interplay between these various informal engagements and activities, and how these relationships can influence, determine, or affect player understandings of both the past, and the present. Acknowledgements I would like to express my gratitude to Bart Rientes, the Leverhulme Trust, and The Open University, for making this research possible. My colleagues and friends at the Open University also deserve my profound thanks, for their feedback and support. Jo Iacovides, Jenna Mittelmeier, Ross Whyte, Janesh Sanzgiri, Victoria Murphy and Paco Iniesto have my sincere gratitude for their insights regarding the research methodology. Jonas Linderoth, Camilla Olsson, Anna Backman Rogers, Olivia Gragnon, and Anna Foka: thank you. You helped start me on this process and certainly helped me get through it. To my oldest friends from the North (“we were fun once!”) thank you for putting up with me all these years. To Bex Hunter, thank you for your constant support. My thanks to Elton Barker and especially Rebecca Ferguson, for their excellent guidance in the formative stages of this research. I am also indebted to my amazing supervisory team, Elizabeth FitzGerald, Sylvia Warnecke, and Joanna Paul. ‘Thank you’ does not seem to be enough recompense for your academic and personal support, encouragement and wisdom. I could not have done this without you. I am deeply grateful to my family. My grandparents, Jeff and Mary Beavers, made this research possible in so many ways. I only wish they had lived to see me finish it. I’d also like to thank my Aunt, Jill Eckersley, for her support at some of the most trying times throughout this research process. I’m grateful to my brother Bufyn, my sister in-law Fabienne, and my nephews Zayne and Mylo for ensuring I couldn’t take myself too seriously, and reminding me that videogames are ‘cool’, even when studying them felt like a chore. I need to thank my sister in all but blood, Hannah Chapman, and my mother in-law Therese Chapman. Thank you for helping me to laugh, cry and for just looking after me when I most needed it. To my partner, Adam Chapman: thank you for your sage academic advice, but more for your patience and empathy. I know I’ve been difficult to live with over the last few years v especially through some of the greater hardships. Without you to lean on, I would have given up on this a long time ago. Thank you for your love, and for making me laugh every day. Finally, I need to thank my parents, John and Leonie Beavers, for giving me all the support I needed throughout my life that made this thesis possible. I may have started this PhD for me, but I finished it for you, Mum. I hope I’ve made you proud. My dad was always the historian in our house, and his enthusiasm for the subject helped me enjoy history. I’ve missed him every day since he passed away last year. I like to think he’s at the Great Gig in the Sky, happy that I’ve finished the thesis, though completely baffled by what it’s actually about. This thesis is dedicated to him. vi For you, Dad vii viii Contents Contents Abstract .............................................................................................................................................. iii Acknowledgements ............................................................................................................................. v Contents ............................................................................................................................................. ix List of Tables and Figures ................................................................................................................. xiv Chapter 1. Introduction ...................................................................................................................... 1 1.1. Research Objectives and Research Questions .................................................................... 7 1.2. Thesis Outline, Terminology and Delineation ..................................................................... 8 1.3. Thesis Structure and Chapter Summaries ......................................................................... 11 Chapter 2. Literature Review ............................................................................................................ 15 2.1. Empirical Research on Global Perceptions of Engaging with History .................................... 15 2.2. History as a Narrative ............................................................................................................. 18 2.3. Learning in this Research Context .......................................................................................... 18 2.3.1. Formal, Informal and Incidental Learning ....................................................................... 21 2.4. History and Learning .............................................................................................................. 21 2.4.1. Historical Learning as a Knowledge Outcome ................................................................ 22 2.4.2. The Processes of Historical Learning ............................................................................... 24 2.5. Potential for Learning with Games in General ....................................................................... 25 2.5.1. Narrative and Learning ................................................................................................... 26 2.5.2. Narrative and Immersion ................................................................................................ 26 2.5.3. Narratives in Games ........................................................................................................ 27 2.5.4. Learning and Immersion ................................................................................................. 28 2.6. Game Mechanics and Learning .............................................................................................. 30 2.6.1. Procedural Rhetoric ........................................................................................................ 31 2.7. Digital Games as a Historical Form ........................................................................................ 32 2.7.1. The Realist/Conceptual Frameworks .............................................................................. 33 2.7.2. Conceptual Simulations and Discourses about the Past ................................................. 33 2.8. Historical Narratives in Games ............................................................................................... 34 2.8.1. Counterfactual Histories
Recommended publications
  • Crusader Kings 2 2.8.2.1 Download Free Crusader Kings II - Middle Mars V.1.0.6 - Game Mod - Download
    crusader kings 2 2.8.2.1 download free Crusader Kings II - Middle Mars v.1.0.6 - Game mod - Download. The file Middle Mars v.1.0.6 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 58.1 MB. last update Tuesday, April 6, 2021. Report problems with download to [email protected] Middle Mars is a mod for Crusader Kings II , created by zombaxx. Description: Long ago, many centuries after Mars had been fully Terraformed, Earth went dark on the same day all existing electronics on Mars stopped working. All ships not in orbit fell from the sky. Mars quickly descended into chaos as society collapsed, bringing on a new Dark Age. Most of the population succumbed to famine as governments broke down and nations fractured. Around 1000 years later humanity is recovering and has entered a new Medieval Era, largely forgetting the accurate history of humanity and the disaster. No one knows if Earth is still around and is thought of as more of a holy icon and legend. Some ideologies reject the concept or existence of Earth as we know it. Extract into �My Documents\Paradox Interactive\Crusader Kings II\mods� and activate in game�s menu. Crusader Kings II - Zhiza v.6022021 - Game mod - Download. The file Zhiza v.6022021 is a modification for Crusader Kings II , a(n) strategy game. Download for free. file type Game mod. file size 1.3 MB. last update Wednesday, March 10, 2021. Report problems with download to [email protected] Zhiza is a mod for Crusader Kings II , created by modester.
    [Show full text]
  • Completing the Circle: Native American Athletes Giving Back to Their Community
    University of Tennessee, Knoxville Trace: Tennessee Research and Creative Exchange Doctoral Dissertations Graduate School 5-2019 COMPLETING THE CIRCLE: NATIVE AMERICAN ATHLETES GIVING BACK TO THEIR COMMUNITY Natalie Michelle Welch University of Tennessee Follow this and additional works at: https://trace.tennessee.edu/utk_graddiss Recommended Citation Welch, Natalie Michelle, "COMPLETING THE CIRCLE: NATIVE AMERICAN ATHLETES GIVING BACK TO THEIR COMMUNITY. " PhD diss., University of Tennessee, 2019. https://trace.tennessee.edu/utk_graddiss/5342 This Dissertation is brought to you for free and open access by the Graduate School at Trace: Tennessee Research and Creative Exchange. It has been accepted for inclusion in Doctoral Dissertations by an authorized administrator of Trace: Tennessee Research and Creative Exchange. For more information, please contact [email protected]. COMPLETING THE CIRCLE: NATIVE AMERICAN ATHLETES GIVING BACK TO THEIR COMMUNITY A Dissertation Presented for the Doctor of Philosophy Degree The University of Tennessee, Knoxville Natalie Michelle Welch May 2019 Copyright © 2019 by Natalie Michelle Welch All rights reserved. ii DEDICATION This dissertation is dedicated to my elders and ancestors. Without their resilience I would not have the many great opportunities I have had. Also, this is dedicated to my late best friend, Jonathan Douglas Davis. Your greatness made me better. iii ACKNOWLEDGEMENTS I want to thank the following people for their help through my doctoral program and the dissertation process: My best friend, Spencer Shelton. This doctorate pursuit led me to you and that’s worth way more than anything I could ever ask for. Thank you for keeping me sane and being a much-needed diversion when I’m in workaholic mode.
    [Show full text]
  • Chinese Corporate Acquisitions in Sweden: a Survey Jerker Hellström, Oscar Almén, Johan Englund
    Chinese corporate acquisitions in Sweden: A survey Jerker Hellström, Oscar Almén, Johan Englund Main conclusions • This survey has resulted in the first comprehensive and openly accessible compilation of Chinese corporate acquisitions in Sweden. • The audit has identified 51 companies in Sweden in which Chinese (including Hong Kong) companies have acquired a majority ownership. In addition, the survey has identified another 14 minority acquisitions. • Zhejiang Geely’s acquisition of a minority stake in Swedish truck-maker AB Volvo was among the largest Chinese acquisitions completed in Europe and North America in 2018. • Through these acquisitions, Chinese investors have taken control of at least some one hundred subsidiaries. • Most of the identified acquisitions were made since 2014. The highest annual amount of acquisitions was recorded in 2017. • The majority of the acquired companies belong to the following five sectors: industrial products and machinery, health and biotechnology, information and communications technology (ICT), electronics, and the automotive industry. • For nearly half of the acquired companies, there is a correlation between their operations and the technology sectors highlighted in the “Made in China 2025” plan for China's national industrial development. The sectors included in the plan are of particular importance to the Chinese state. • This survey includes several companies that have not been identified as Chinese acquisitions in previous compilations of Chinese investments. • More than 1,000 companies have reported to Sweden’s Companies Registration Office that their beneficial owner is a citizen of either China or Hong Kong. For the majority of these companies, however, the Chinese ownership is not a result of an acquisition.
    [Show full text]
  • Year-End Report and Quarterly Report October - December 2020-01-01 - 2020-12-31
    YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Magnus Ladulåsgatan 4, 118 66 Stockholm • www.paradoxinteractive.com 1 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 YEAR-END REPORT AND QUARTERLY REPORT OCTOBER - DECEMBER 2020-01-01 - 2020-12-31 FOURTH QUARTER 2020 IMPORTANT EVENTS IN THE FOURTH QUARTER 2020 • Revenues amounted to MSEK 433.7 (MSEK 381.3), an increase by 14 % • The new game Empire of Sin, developed by Romero Games, was released compared to the same period last year. December 1, 2020. • Operating profit amounted to MSEK 79.5 (MSEK 163.5), a decrease by 51 %. • Two expansions were released during the period; Star Kings for Age of • Profit after financial items amounted to MSEK 78.6 (MSEK 156.7), and profit Wonders: Planetfall, and Battle for the Bosporus for Hearts of Iron IV. after tax amounted to MSEK 59.5 (MSEK 130.5). • The Group’s employees continue to work from home to reduce the spread of • Cash flow from operating activities amounted to MSEK 387.1 (MSEK 265.4), and Covid-19. cash flow from investing activities amounted to MSEK -207.3 (MSEK -135.4). • By the end of the period cash amounted to MSEK 767.6 (MSEK 554.2).
    [Show full text]
  • Publisher Version (Open Access)
    EUROCENTRIC VALUES AT PLAY MODDING THE COLONIAL FROM THE INDIGENOUS PERSPECTIVE RHETT LOBAN AND THOMAS APPERLEY Indigenous people and cultures are rarely included in digital games, and if they are it is often in a rather thoughtless manner. The indigenous peoples and cultures of many parts of the world have been portrayed in digital games in several ways that show little respect or understanding of the important issues these populations face. For example, in the Australian-made Ty the Tasmanian Tiger (Electronic Arts, 2002), Australian Aboriginal people are completely absent, replaced by anthropomorphized indigenous animals some of whom wear traditional face paint, while the plot involves rescuing other animals from the “dreamtime.” So while a secularized white settler version of Aboriginal culture is a core part of the game, the people are absent. The controversial mobile game Survival Island 3: Australia Story (NIL Entertainment, 2015), was removed from the Google Play and Apple stores in January 2016, largely because of an online petition that was concerned the game encouraged violence against indigenous Australians. The game portrayed Aboriginal people as “savages” who contributed to the difficulty of surviving in the Australian outback. Other games have appropriated indigenous iconography and culture, like Mark of Kri (Sony Computer Entertainment, 2002) which used traditional Māori (the indigenous people of Aotearoa/New Zealand) facial tattoo or Tā moko on characters in the game. These examples are disappointing, and seem to represent a common 1 occurrence in commercial non-indigenous media. However, there have also recently been a number of critically acclaimed commercial gaming projects which deal with indigenous culture and issues from an indigenous perspective, for example the game Never Alone/Kisima Inŋitchuŋa (E-Line Media, 2014), made by Upper One Games in partnership with 2 Alaska’s Cook Inlet Tribal Council.
    [Show full text]
  • Table of Contents
    Empire Earth TABLE OF CONTENTS Chapter I: Installation...............................................................................................5 Installing Empire Earth ..........................................................................................................5 Tips to Improve Game Performance ......................................................................................6 Prehistoric (500,000 – 50,000 BC) ............................................................................8 Chapter II: What is Empire Earth? ......................................................................10 The Emergence of Empires ..................................................................................................10 Your Role in Empire Earth...............................................................................................11 Features of Empire Earth......................................................................................................12 Stone Age (50,000 – 5,000 BC)................................................................................14 Chapter III: Starting Empire Earth ......................................................................16 Launching the Game ............................................................................................................16 Main Menu ...........................................................................................................................16 Learning to Play ...................................................................................................................17
    [Show full text]
  • Interim Report 2019-01-01 - 2019-06-30
    INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 *Please note that this is a translation for information purposes only - in case of any discrepancies between this version and the Swedish, the Swedish version shall prevail. Paradox Interactive AB (publ) • Org.nr: 556667-4759 • Västgötagatan 5, 6th floor • S -118 27 Stockholm • www.paradoxinteractive.com 1 INTERIM REPORT 2019-01-01 - 2019-06-30 INTERIM REPORT 2019-01-01 - 2019-06-30 SECOND QUARTER 2019 • In June, the new game Empire of Sin was announced, developed by Romero • Revenues amounted to SEK 387.2 (298.8) million, an increase by 30 % compa- Games. The game is planned for release in spring 2020. red to the same period last year. • A collaboration has been initiated with publisher and developer Double • Operating profit amounted to SEK 154.2 (99.4) million, an increase by 55 %. Eleven for continued development of the game Prison Architect on PC and • Profit before tax amounted to SEK 154.0 (99.5) million, and profit after tax console. amounted to SEK 120.3 (77.9) million. • Steam Summer Sale took place June 25 to July 9. • Cash flow from operating activities amounted to SEK 232.7 (182.3) million, • At the Annual General Meeting on May 17, Mathias Hermansson was elected and cash flow from investing activities amounted to SEK -104.9 (-121.2) million. as a new board member. Cecilia Beck-Friis declined re-election. • By the end of the period cash amounted to SEK 396.4 (329.3) million.
    [Show full text]
  • Ligaya, Bungee Jumping at Victoria Falls! No, Maria Did Not Take the Picture. but I Am Getting Ahead of the Story
    July 2004 Victoria Falls There she goes! Ligaya, bungee jumping at Victoria Falls! No, Maria did not take the picture. But I am getting ahead of the story. Ligaya just finished her first year of teaching in Brooklyn, NY. As a fourth grade Special Education teacher, she experienced everything from the joy in helping a child learn to read to the bitter injustices of an under-resourced school system (she had to apply for a mini-grant in order to supply her kids with PENCILS!). In between lesson-planning, phoning parents, and recuperating from a hyperactive class she is working toward her a Masters degree in Education at St. John’s University. Highlights of the year include: traveling to Toronto to see her old friend Susan get married, moving to Brooklyn, sitting with thousands of new teachers at the New York City Teaching Fellow’s induction ceremony in Madison Square Garden, watching some of her students perform at the world famous Apollo theatre, making model volcanoes, paper airplanes, pop-up books, and balloon- powered cars with the kids, and watching the sunset behind a skyline of skyscrapers. And then summer came and she decided to hang out with Maria who was not in Spokane in July but traveling in Kenya, Rwanda, South Africa, Zambia, and Malawi doing workshops on eLearning and ICTs for development. Ligaya caught up with Maria at a conference planning session in Pretoria Ligaya and Maria then spent the weekend in Cape Town and did the wine tour with a quick look at the penguins, alas only at the aquarium.
    [Show full text]
  • Understanding the European Business Environment in Esports
    NJB Vol. 70 , No. 1 (Spring 2021) Understanding the European Business Environment in Esports Understanding the European Business Environment in Esports: An Ecosystem Perspective Saara Julkunen, Markus Raatikainen, Minna Rollins and Mikael Pennanen Abstract Esports is a growing global industry that encompasses aspects of competitive sports and enter- tainment. The purpose of this paper is to explore the crucial actors surrounding the competi- tive video gaming (esports) industry in Europe. Particularly, the study focuses on the European esports business environment and how different key actors, organizations, and institutions form the current esports industry. Based on the review of previous literature, industry publi- cations, in-depth interviews, and a webinar with Nordic esports experts, we identify the struc- ture of the esports business environment, involving several important key actors that together create and develop the business around competitive video gaming. As a contribution to the earlier research, we illustrate the business side of the esports environment, including the roles as well as weak and strong ties between the crucial actors in the different stages. We conclude our paper by outlining future research topics in this understudied field of research. Keywords: Structure of esports business environment, roles of key actors, dependencies Saara Julkunen is an Associate Professor in International Sales at the University of Eastern Finland, Finland. Markus Raatikainen is a Project Researcher at the Department of Business of the University of Eastern Finland, Finland. Minna Rollins is a Professor of Marketing at the University of West Georgia, USA. Mikael Pennanen is a Researcher at the Department of Business of the University of Eastern Finland, Finland.
    [Show full text]
  • Caesar 3 Download Mac
    Caesar 3 Download Mac 1 / 4 Caesar 3 Download Mac 2 / 4 3 / 4 This seems to be a Power-PC Mac OS game, so beware as 'EKO' mentioned, there might be options that allow you to use it.. External linksCaptures and Snapshots Screenshots from MobyGames comComments and reviewsFija2017-10-263 points One of the best games I've ever played.. Is there any 'No CD patch' as available on Windows PC?Saumitra2014-11-025 points Mac version.. There is not too much conquest (e g Command and Conquer gameplay), as you can only assert direct control over your military units.. i can't figure how to make share folder or what everd2015-12-020 point got this message: Can't open aplication “Caesar™ III Installer” due to Classic environment is no longer compatible. How you accomplish this is up to you Gain wealth and power, make a career out of pleasing the emperor, battle barbarians and repel invaders, or concentrate on building the next Eternal City.. That's a kick in the teeth from Amazon Amazon com: Caesar III (Mac): Video Games $14 for the PC version, $120 for the Mac version. caesar caesar, caesar salad, caesar zeppeli, caesar meaning, caesar northwestern, caesar cipher, caesar pronunciation, caesar dressing, caesar cut, caesar palace, caesars atlantic city, caesars palace, caesar jojo, caesar caesar, caesars rewards, caesarstone com website and buy the game You automatically get when creating an account 12 free GOG games added to your account from which 11 for the Mac, so you have nothing to loose, only to receive!Use this CrossTie to install the game in Crossover and start the fun! Make sure Crossover is installed before downloading/running the CrossTie.
    [Show full text]
  • Lords of Realm 3
    Lords of realm 3 click here to download When it comes to medieval real-time strategy, Lords of the Realm III flies the flag high. Whether it's Requires agreement to a 3rd-party EULA. Lords of the. "Lords of the Realm III" (PDF). Computer Gaming World (): Retrieved May 1, Jump up ^ Todd, Brett (March 26, ). "Lords of. Lord of the realm 3, offers real time battling in rich historical and detailed warfare, politics in a beautiful 3D rendered medieval world. The whole game unlike. Mar 17, Blood will spill in your name. Many will make the ultimate sacrifice to prove their loyalty. Knights will wage battle in your name for a fiefdom and. Mar 30, Lords of the Realm 3 dances on this line, offering a nice range of features but presenting them in a format that crosses from the realm of refined. Mar 26, Lords of the Realm III is one of the freshest, most satisfying games produced You have to fight at three or four places simultaneously, and you. When I start the game Lords of the Realm 3, I receive a message, "Wrong disc inserted", what can I do to fix this problem? Arthur 5/15/ Mar 17, Metacritic Game Reviews, Lords of the Realm III for PC, Lords of the Realm III is a Ultimately, Lords of the Realm 3 was a big letdown. It is still. When it comes to medieval real-time strategy, Lords of the Realm III flies the flag high. Whether it's I've played all 3 games in the series and liked them.
    [Show full text]
  • Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections
    Ancient Greece and Rome in Videogames: Representation, Player Processes, and Transmedial Connections Thesis submitted in accordance with the requirements of the University of Liverpool for the degree of Doctor of Philosophy By Ross Clare September 2018 Abstract Videogames are a hugely popular entertainment medium that plays host to hundreds of different ancient world representations. They provide very distinctive versions of recreated historical and mythological spaces, places, and peoples. The processes that go into their development, and the interactive procedures that accompany these games, must therefore be equally unique. This provides an impetus to both study the new ways in which ancient worlds are being reconfigured for gameplayers who actively work upon and alter them, and to revisit our conception of popular antiquity, a continuum within popular culture wherein ancient worlds are repeatedly received and changed in a variety of media contexts. This project begins by locating antiquity within a transmedial framework, permitting us to witness the free movement of representational strategies, themes, subtexts and ideas across media and into ancient world videogames. An original approach to the gameplay process, informed by cognitive and memory theory, characterises interaction with virtual antiquity as a procedure in which the receiver draws on preconceived notions and ideas of the ancient past to facilitate play. This notion of “ancient gameplay” as a reception process fed by general knowledges, previous pop-cultural engagements, and dim resonances of antiquity garnered from broad, informal past encounters allows for a wide, all-encompassing study of “ancient games”, the variety of sources they (and the player) draw upon, and the many experiences these games offer.
    [Show full text]