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Gaming And Culture: How Videogames Can Affect Global Players' Preception And Understanding Of Japan's History And Culture, Garrett Davies Jan 2021

Gaming And Culture: How Videogames Can Affect Global Players' Preception And Understanding Of Japan's History And Culture, Garrett Davies

Capstone Showcase

Video game developers have the ability to create synthetic worlds. These are places where players have the ability to immerse themselves within a culture presented to them by the creators. This allows a global audience to participate in the expression and learning of culture but that may come at a cost. Focusing on Japan, I want to dive into how culture is presenting within video games, why it is presented in such ways, and what that means for players' perception of the country through play.


Historical Thinking, Digital Methods: The New History Pedagogy, Christian James Apr 2015

Historical Thinking, Digital Methods: The New History Pedagogy, Christian James

ASIS&T Student Chapter Events Archive

Presentation by Christian James at the Symposium on Information and Technology in the Arts and Humanities (April 22 & 23, 2015). The Symposium was sponsored by the Special Interest Groups for the Arts and Humanities (SIG AH) and Visualization, Images, and Sound (SIG VIS) of the Association for Information Science and Technology (ASIS&T).

All of the Symposium recordings can be viewed at: https://www.youtube.com/playlist?list=PL2v-vQy9W5DePg7QSKABGmuVzCXpVkeTh

Slides can be downloaded from: http://figshare.com/authors/Symposium_on_Information_and_technolology_in_the_arts_and_humanities/740215

This essay reviews major, recent publications in the field of history that promote the teaching of historical thinking with digital technology. First, it summarizes the work of Sam Wineburg, the leading …