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This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. 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The aim of this book is to provide a significant study of the relationship of archives to contemporary forms of digital mediation. The volume introduces a specific archive, the Strehlow Collection, and tracks the ways in which its materials and research dissemination practices are influenced by media forms we now identify with the emergence of digital technology.","brand":"WoB","offers":[{"title":"GB \/ NEW \/ INGRAM","offer_id":52533309079825,"sku":"NLS9780367890025","price":0.0,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0784\/4072\/6801\/files\/9780367890025.jpg?v=1760664583"}],"url":"https:\/\/www.worldofbooks.com\/collections\/digital-research-in-the-arts-and-humanities-book-series.oembed","provider":"World of Books ","version":"1.0","type":"link"}