The research questions of this dissertation are:
(I) How is the Second World War represented through digital entertainment gaming?
(II) How do players reflect on ludically engaging with the Second World War through digital entertainment gaming?
(III) Which recommendations can be formulated to foster critical reflection on the Second World War through digital entertainment gaming, in both formal and informal learning environments?

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C.R. Ribbens (Kees) , J. Jansz (Jeroen) , M.C.R. Grever (Maria)
This research was funded by Erasmus University Rotterdam under the Research Excellence Initiative (REI) program: ‘War! Popular Culture and European Heritage of Major Armed Conflicts’
hdl.handle.net/1765/134918
Department of History

Van den Heede, P. (2021, February 11). Engaging with the Second World War through Digital Gaming. Retrieved from http://hdl.handle.net/1765/134918