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Charles Greenberg is the original author of this guide, which he updated through July 2019.
Humanities Gaming uses the affordances of gaming to build more robust archival data systems. It has begun to successfully engage with historical simulation, virtuous cycles of competition, and the virtual construction of learning environments. However, games of any type have never been held in high repute by academia. Recent developments in new-media studies and narratology have removed some of the stigma that was once attached. The challenge for the future is to take the gamesmanship of humanities research - its pursuits and pleasures, competitive drive, and seductive engagmenet - as the basis for games of scholarship.
SOURCE: Burdick, A., Drucker, J., Lunenfeld, P., Pressner, T., & Schnapp, J. (2012). Digital Humanities. Cambridge, MA: Massachuetts Institute of Technology. Retrieved from https://mitpress.mit.edu/books/digitalhumanities