{
    "o:id": 13117,
    "url": "https://chloe.cnr.it/s/BiDiAr/item/13117",
    "o:resource_template": "Book Section",
    "o:resource_class": "bibo:BookSection",
    "dcterms:title": [
        "Using Games to Mediate History"
    ],
    "dcterms:creator": [
        "Veugen, Connie"
    ],
    "dcterms:publisher": [
        "Springer International Publishing"
    ],
    "dcterms:date": [
        "2014"
    ],
    "dcterms:language": [
        "eng"
    ],
    "dcterms:abstract": [
        "An old Chinese proverb says “Tell me and I’ll forget; show me and I may remember; involve me and I’ll understand.” More than any other medium, computer games have the intrinsic ability to involve their players in the world they depict; for they not only make us remember particular scenes we play, but also make us understand more of the world they involve us in. They are immersive, i.e. they make us forget the world around us, taking us away to a different place, a different life, or a different time."
    ],
    "dcterms:isPartOf": [
        "Companion to European Heritage Revivals"
    ],
    "dcterms:spatial": [
        "Cham"
    ],
    "bibo:editor": [
        "Egberts, Linde",
        "Bosma, Koos"
    ],
    "bibo:isbn": [
        "978-3-319-07770-3"
    ],
    "bibo:pages": [
        "95-111"
    ],
    "bibo:uri": [
        "https://doi.org/10.1007/978-3-319-07770-3_5"
    ],
    "foaf:homepage": [
        "https://www.zotero.org/groups/5293298/bidiar/items/57NZTTA8/item-list"
    ]
},
