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dc.contributor.authorMckee, Gabriel-
dc.contributor.authorWolin, Daniela-
dc.date.accessioned2022-07-25T17:00:30Z-
dc.date.available2022-07-25T17:00:30Z-
dc.date.issued2022-07-22-
dc.identifier.citationGabriel Mckee and Daniela Wolin, “Re-Rolling the Past: Representations and Reinterpretations of Antiquity in Analog and Digital Games: Introduction,” ISAW Papers 22 (July 21, 2022), https://hdl.handle.net/2333.1/wwpzgzvv.en
dc.identifier.issn2164-1471-
dc.identifier.urihttp://hdl.handle.net/2451/63888-
dc.descriptionThis is a static version of an HTML document. For citation purposes, please refer to the live, published version at http://dlib.nyu.edu/awdl/isaw/isaw-papers/22-1/en
dc.description.abstractGames about the ancient past serve as a sort of simulation, formalizing real-world events into a system of rules which are then enacted by players who take on the role of an agent inside a narrative system. Requiring active engagement with the subject matter through world building and decision-making, games—both analog (or tabletop) games and digital (or video) games—can provide a tool for modeling and experiencing events in fantastic, modern, or historical settings. This introductory essay describes the theoretical and methodological underpinnings of the “Re-Rolling the Past” conference, arguing that games can serve as important avenues for communicating information about the ancient world while also advocating for an informed, critical, and deliberative approach to games based on real-world places, times, and people.en
dc.language.isoen_USen
dc.publisherISAW Papersen
dc.rightsCreative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)en
dc.subjectGames--Designen
dc.subjectBoard games in educationen
dc.subjectVideo games in educationen
dc.subjectHistory, ancient--Simulation gamesen
dc.titleRe-Rolling the Past: Representations and Reinterpretations of Antiquity in Analog and Digital Games: Introductionen
dc.typeArticleen
Appears in Collections:Gabriel McKee's Collection

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