'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 paratextualidad de los videojuegos entre el branding transnacional y el aprendizaje informal)

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Title: '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 paratextualidad de los videojuegos entre el branding transnacional y el aprendizaje informal)
Authors: Van Den Heede, Pieter J. B. J.1 (AUTHOR) vandenheede@eshcc.eur.nl
Source: Journal for the Study of Education and Development: Infancia y Aprendizaje. Sep2020, Vol. 43 Issue 3, p606-651. 46p.
Subject Terms: *Nonformal education, *Video games, World War II, Internet entertainment, Video game culture, Virtual communities
Abstract (English): 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 presents an interpretative content analysis of the marketing 'paratexts' of a corpus of digital entertainment games about the Second World War that are shared through online game stores and online game community platforms. This is done to provide insight into how digital entertainment games and their online community platforms can function as sites for informal historical learning, both in relation to the history of the Second World War and the central goals of formal history education. [ABSTRACT FROM AUTHOR]
Abstract (Spanish): Los juegos de entretenimiento digital sobre la Segunda Guerra Mundial se han convertido en un formato prominente para la expresión cultural en el ámbito de la historia contemporánea. Al permitir a los jugadores participar de manera activa con la historia de la Segunda Guerra Mundial, esta masa de juegos de entretenimiento digital en el mercado puede significativamente coconfigurar cómo se entiende esta guerra, en particular dada la distinción cada vez menos clara entre el aprendizaje histórico formal e informal. Este artículo presenta un análisis de contenido interpretativo de los 'paratextos' en torno al marketing del corpus de juegos de entretenimiento digital sobre la Segunda Guerra Mundial compartidos a través de tiendas de juegos en línea y plataformas comunitarias de juegos en línea. Nuestro objetivo es aportar conocimientos sobre cómo los juegos de entretenimiento digital y sus plataformas comunitarias en línea pueden funcionar como sitios para el aprendizaje informal de la historia, tanto en relación a la historia de la Segunda Guerra Mundial como de los objetivos centrales de la enseñanza formal de la historia. [ABSTRACT FROM AUTHOR]
Copyright of Journal for the Study of Education and Development: Infancia y Aprendizaje is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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  Data: '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 paratextualidad de los videojuegos entre el branding transnacional y el aprendizaje informal)
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  Data: <searchLink fieldCode="AR" term="%22Van+Den+Heede%2C+Pieter+J%2E+B%2E+J%2E%22">Van Den Heede, Pieter J. B. J.</searchLink><relatesTo>1</relatesTo> (AUTHOR)<i> vandenheede@eshcc.eur.nl</i>
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  Data: *<searchLink fieldCode="DE" term="%22Nonformal+education%22">Nonformal education</searchLink><br />*<searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22World+War+II%22">World War II</searchLink><br /><searchLink fieldCode="DE" term="%22Internet+entertainment%22">Internet entertainment</searchLink><br /><searchLink fieldCode="DE" term="%22Video+game+culture%22">Video game culture</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+communities%22">Virtual communities</searchLink>
– Name: Abstract
  Label: Abstract (English)
  Group: Ab
  Data: 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 presents an interpretative content analysis of the marketing 'paratexts' of a corpus of digital entertainment games about the Second World War that are shared through online game stores and online game community platforms. This is done to provide insight into how digital entertainment games and their online community platforms can function as sites for informal historical learning, both in relation to the history of the Second World War and the central goals of formal history education. [ABSTRACT FROM AUTHOR]
– Name: Abstract
  Label: Abstract (Spanish)
  Group: Ab
  Data: Los juegos de entretenimiento digital sobre la Segunda Guerra Mundial se han convertido en un formato prominente para la expresión cultural en el ámbito de la historia contemporánea. Al permitir a los jugadores participar de manera activa con la historia de la Segunda Guerra Mundial, esta masa de juegos de entretenimiento digital en el mercado puede significativamente coconfigurar cómo se entiende esta guerra, en particular dada la distinción cada vez menos clara entre el aprendizaje histórico formal e informal. Este artículo presenta un análisis de contenido interpretativo de los 'paratextos' en torno al marketing del corpus de juegos de entretenimiento digital sobre la Segunda Guerra Mundial compartidos a través de tiendas de juegos en línea y plataformas comunitarias de juegos en línea. Nuestro objetivo es aportar conocimientos sobre cómo los juegos de entretenimiento digital y sus plataformas comunitarias en línea pueden funcionar como sitios para el aprendizaje informal de la historia, tanto en relación a la historia de la Segunda Guerra Mundial como de los objetivos centrales de la enseñanza formal de la historia. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of Journal for the Study of Education and Development: Infancia y Aprendizaje is the property of Sage Publications Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1080/02103702.2020.1771964
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        Text: English
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        PageCount: 46
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      – SubjectFull: Nonformal education
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: World War II
        Type: general
      – SubjectFull: Internet entertainment
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      – SubjectFull: Video game culture
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      – SubjectFull: Virtual communities
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      – TitleFull: '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 paratextualidad de los videojuegos entre el branding transnacional y el aprendizaje informal)
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              M: 09
              Text: Sep2020
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