Pieter J B J Van Den Heede
Biographic Data
| ID | 941185 |
|---|---|
| NAME | Pieter J B J Van Den Heede |
| GIVEN NAMES | Pieter J B J Van Den |
| FAMILY NAME | Heede |
| SIGNATURE | VAN DEN HEEDE P J B J |
| AFFILIATIONS | Erasmus University Rotterdam |
| ORCID | 0000-0002-7459-701X |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2017 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Historische televisie à la Van Oostrom en Conscience
In this contribution I make a comparative analysis of Het verhaal van Nederland (The story of the Netherlands) and Het verhaal van Vlaanderen (The story of Flanders) as historical productions, from the perspective of public history. I focus on three domains that are important to public historians. First, I will discuss the production contexts of both series, because they determine the framework wherein historians provide their expertise. I then a…
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur
Ever since the emergence of digital gaming as a popular pastime, the Second World War has been one of its major sources of inspiration. This article contributes to the study of the memory-making potential of historical digital entertainment games, by offering an analysis of The Saboteur, an American game that is set in France during the Second World War and that offers a depiction of an explorable open game world occupied by the Nazi regime. Thro…
Remco Ensel, Anne Frank on the Postwar Dutch Stage
Historical Events as ‘Magic Yarn Balls’
Historical analogies are widely invoked to characterize contemporary events. As we argue that historians should play a central role in assessing these analogies, or at least, that history should offer organized models to think about them, we present a framework for productively engaging with historical analogies in the public debate, policy discussions and elsewhere. First, we introduce the ‘magic yarn ball’ as a central metaphor to capture the t…
‘Experience the Second World War like never before!’ Game paratextuality between transnational branding and informal learning ( ‘¡Experimenta la Segunda Guerra Mundial como nunca antes!’ La paratextua…
In contemporary historical culture, digital entertainment games about the Second World War have become a prominent format for cultural expression. By allowing players to actively engage with the history of the Second World War, this body of commercial digital entertainment games can significantly co-configure how this war is understood, especially in light of the blurring distinction between formal and informal historical learning. This article p…
Beleef het verleden! Gaming en de ludieke historische openbaring
Respawn
Reviewed by: Respawn: Gamers, Hackers, and Technogenic Life by Colin Milburn Pieter Van den Heede (bio) Respawn: Gamers, Hackers, and Technogenic Life By Colin Milburn. Durham: Duke University Press, 2018. Pp. 301. Since their development in the 1970s, digital games have evolved into one of the most significant forms of cultural expression worldwide. In the book Respawn: Gamers, Hackers, and Technogenic Life, author Colin Milburn goes a step furt…
Replaying Today’s Wars? A Study of the Conceptualization of Post-1989 Conflict in Digital “War” Games
Commercial “war” games in a post-1989 setting are popular among a large audience. They offer players an enjoyable gameplay experience, while also referring to contemporary “war” scenarios. As such, they have been studied in several ways, e.g., concerning the “realistic” nature of how they depict warfare. However, little is still known about the way in which the notion of “war” is conceptualized in these games. To fill this gap, this article offer…
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Replaying Today’s Wars? A Study of the Conceptualization of Post-1989 Conflict in Digital “War” Games
Commercial “war” games in a post-1989 setting are popular among a large audience. They offer players an enjoyable gameplay experience, while also referring to contemporary “war” scenarios. As such, they have been studied in several ways, e.g., concerning the “realistic” nature of how they depict warfare. However, little is still known about the way in which the notion of “war” is conceptualized in these games. To fill this gap, this article offer…
‘Experience the Second World War like never before!’ Game paratextuality between transnational branding and informal learning ( ‘¡Experimenta la Segunda Guerra Mundial como nunca antes!’ La paratextua…
In contemporary historical culture, digital entertainment games about the Second World War have become a prominent format for cultural expression. By allowing players to actively engage with the history of the Second World War, this body of commercial digital entertainment games can significantly co-configure how this war is understood, especially in light of the blurring distinction between formal and informal historical learning. This article p…
Beleef het verleden! Gaming en de ludieke historische openbaring
Respawn
Reviewed by: Respawn: Gamers, Hackers, and Technogenic Life by Colin Milburn Pieter Van den Heede (bio) Respawn: Gamers, Hackers, and Technogenic Life By Colin Milburn. Durham: Duke University Press, 2018. Pp. 301. Since their development in the 1970s, digital games have evolved into one of the most significant forms of cultural expression worldwide. In the book Respawn: Gamers, Hackers, and Technogenic Life, author Colin Milburn goes a step furt…
Remco Ensel, Anne Frank on the Postwar Dutch Stage
Historical Events as ‘Magic Yarn Balls’
Historical analogies are widely invoked to characterize contemporary events. As we argue that historians should play a central role in assessing these analogies, or at least, that history should offer organized models to think about them, we present a framework for productively engaging with historical analogies in the public debate, policy discussions and elsewhere. First, we introduce the ‘magic yarn ball’ as a central metaphor to capture the t…
Historische televisie à la Van Oostrom en Conscience
In this contribution I make a comparative analysis of Het verhaal van Nederland (The story of the Netherlands) and Het verhaal van Vlaanderen (The story of Flanders) as historical productions, from the perspective of public history. I focus on three domains that are important to public historians. First, I will discuss the production contexts of both series, because they determine the framework wherein historians provide their expertise. I then a…
Replaying Wartime Résistance? Studying Ludic Memory-Making in the Open World Game The Saboteur
Ever since the emergence of digital gaming as a popular pastime, the Second World War has been one of its major sources of inspiration. This article contributes to the study of the memory-making potential of historical digital entertainment games, by offering an analysis of The Saboteur, an American game that is set in France during the Second World War and that offers a depiction of an explorable open game world occupied by the Nazi regime. Thro…
Art (5 works) · Political science (5 works) · Computer Science (4 works) · Digital Games and Media (4 works) · Media studies (4 works) · Sociology (4 works) · Humanities (3 works) · Law (3 works) · Literature (3 works) · Psychology (3 works)