UNCORRECTED PROOF
Digital Entertainment Gaming as a Site
for (Informal) Historical Learning?
A Reflection on Possibilities
and Limitations
Pieter Van der Heede
Abstract Over the past few decades, digital entertainment gaming has become very 1
popular among a global audience of players, including a significant number of school- 2
aged young adults. Some of the most popular digital entertainment games offer a 3
(fictionalized) representation of historical events. This chapter offers a reflection 4
on how digital entertainment gaming can be adopted to advance historical learning 5
and the development of processual historical thinking skills. I do so by analyzing 6
historical digital games as cultural artefacts embedded in a broader digitized media 7
ecology, and digital games as integrated into formal school history curricula. 8
Keywords Digital entertainment games · Historical learning · Historical thinking · 9
Informal learning 10
Since becoming a popular pastime during the 1970s and 1980s (Malliet & de Meyer,
AQ1
11
2005), digital gaming has become one of the most prominent forms of cultural expres- 12
sion in our contemporary digitized global society. For example, as shown by market 13
research companies Newzoo and Statista respectively, the global games market gener- 14
ated a total revenue of 148.8 billion dollars in 2019 (Nesterenko, 2019), whereas the 15
number of people playing digital games worldwide, including a significant number 16
of school-aged young adults, is expected to grow to over 2.7 billion by 2021 (Gough, 17
2019). Given this increased popularity of digital gaming, and the general observa- 18
tion made around the turn of the century that digital games are often underpinned by 19
designs that mirror fundamental learning principles (Gee, 2003), a significant number 20
of scholars has attempted to study how digital games can be adopted to foster various 21
learning processes (Whitton, 2014). In this chapter, I reflect on how digital entertain- 22
ment gaming can be embraced to foster historical learning in particular, especially 23
in relation to the development of processual historical thinking skills (e.g. Seixas & 24
Morton, 2013). I do so by assessing how digital games can foster historical thinking 25
both informally as procedural artefacts that are embedded in a broader ecology of 26
digitized and networked connectivity, and formally as integrated in school history 27
P. Van der Heede (B )
Erasmus University Rotterdam, Rotterdam, Netherlands
e-mail: vandenheede@eshcc.eur.nl
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
M. Carretero et al. (eds.), History Education in the Digital Age,
https://doi.org/10.1007/978-3-031-10743-6_9
1
505854_1_En_9_Chapter TYPESET DISK LE CP Disp.:22/7/2022 Pages: 17 Layout: T1-Standard
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