Trauma, Resonances, and Transformations: Gaming as Heuristic Mode for Doing History

This paper examines the potential of video games as a heuristic tool for engaging with history, particularly in the context of traumatic events and contested narratives. Traditionally, video games have been dismissed as trivial entertainment, unsuitable for addressing complex historical topics. However, new paradigms challenge such perceptions by exploring how ludonarratives – stories shaped by game mechanics –can facilitate transformative learning. By shifting players from passive spectators to active participants, games offer immersive experiences that can encourage critical engagement with historical events. The emotional impact of these experiences, supported by empirical studies, has the potential to promote empathy, understanding, and social change. Building on theories of resonance and transformative learning, this contribution advocates for a re-evaluation of video games’ role in historical education, emphasising their ability to provide meaningful, multi-perspective experiences that deepen our understanding of the past and its relevance to contemporary issues. Keywords: gaming, ludonarratives, transformative learning, emotions and affect, resonance

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Publication Details

Journal
Encounters in Theory and History of Education
Published
2024-12-01
DOI
https://doi.org/10.24908/encounters.v25i0.18236
Citations
1
Primary Topic
Educator Training and Historical Pedagogy
Type
article
Field-Weighted Citation Impact
1.13
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article

Trauma, Resonances, and Transformations: Gaming as Heuristic Mode for Doing History

Sandra Camarda
1 citations
Encounters in Theory and History of Education
Educator Training and Historical Pedagogy
1.13
article

Trauma, Resonances, and Transformations: Gaming as Heuristic Mode for Doing History

Sandra Camarda
article en
1 citations

Abstract

This paper examines the potential of video games as a heuristic tool for engaging with history, particularly in the context of traumatic events and contested narratives. Traditionally, video games have been dismissed as trivial entertainment, unsuitable for addressing complex historical topics. However, new paradigms challenge such perceptions by exploring how ludonarratives – stories shaped by game mechanics –can facilitate transformative learning. By shifting players from passive spectators to active participants, games offer immersive experiences that can encourage critical engagement with historical events. The emotional impact of these experiences, supported by empirical studies, has the potential to promote empathy, understanding, and social change. Building on theories of resonance and transformative learning, this contribution advocates for a re-evaluation of video games’ role in historical education, emphasising their ability to provide meaningful, multi-perspective experiences that deepen our understanding of the past and its relevance to contemporary issues. Keywords: gaming, ludonarratives, transformative learning, emotions and affect, resonance

Encounters in Theory and History of EducationVol. 25(1)
University of Luxembourg (LU)
Openalex Percentile: Top 13%
Educator Training and Historical Pedagogy
1.13
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Trauma, Resonances, and Transformations: Gaming as Heuristic Mode for Doing History — Sandra Camarda · Encounters in Theory and History of Education (2024) | TGRS Research Map | TGRS