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dc.contributor.authorChampion, Erik
dc.date.accessioned2017-01-30T13:26:47Z
dc.date.available2017-01-30T13:26:47Z
dc.date.created2016-01-06T20:00:20Z
dc.date.issued2015
dc.identifier.citationChampion, E. 2015. Ludic Literature: Evaluating Skyrim for Humanities Modding, in Proceedings of the Digital Humanities Congress, Sep 4-6 2014, pp. 1-22. Sheffield: HRI Online Publications.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/31673
dc.description.abstract

This article evaluates the practical limitations and dramatic possibilities of modding (which means modifying) the commercial role-playing game Elder Scrolls V: Skyrim for the visualization and exploration of literature. The latest version of a twenty year old game franchise, Skyrim has inspired various writings and musings on its relation to Digital Humanities. Digital Humanities has moved to a more immersive, participative, tool-making medium, a recent report on digital archives has proposed digital tools integrate with history curriculums (Sampo, 2014) and that “digital history may narrow the gap between academic and popular history”. Can games also be used to promote traditional literary mediums as well as experiential and immersive archives?

dc.publisherHRI Online Publications
dc.relation.urihttp://hridev1.shef.ac.uk/openbook/chapter/DHC2014-Anon
dc.titleLudic Literature: Evaluating Skyrim for Humanities Modding
dc.typeConference Paper
curtin.departmentSchool of Media, Culture and Creative Arts
curtin.accessStatusFulltext not available


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