Part 1
References:
Moore, C. (2011). The magic circle and the mobility of play. Convergence: The international Journal of Research into New Media Technologies, [online] 17(4). Available at: https://moodle.uowplatform.edu.au/pluginfile.php/1715547/mod_resource/content/0/Convergence-2011-Moore-373-87.pdf.
Friedman, T. (1994). MAKING SENSE OF SOFTWARE: Computer Games and Interactive Textuality. Community in Cyberspace.
Lähteenmäki, I. (2018). How big of a thing are historical games?. [online] Oulu.fi. Available at: https://www.oulu.fi/blogs/historical_games.
Part 2
References:
Rad, C. (2016). Battlefield 1 Review. [online] IGN. Available at: https://au.ign.com/articles/2016/10/21/battlefield-1-review.
White, S. (2016). Battlefield 1’s campaign mode is brilliant. [online] British GQ. Available at: https://www.gq-magazine.co.uk/article/battlefield-1-review-ps4-campaign-mode [Accessed 2 Nov. 2019].
Hussey, D. (2014). Valiant Hearts: The Problem (and Solution) of Historical War Video Games | Play The Past. [online] Playthepast.org. Available at: https://www.playthepast.org/?p=4856
Dang, M. (2019). Playing with the Past: The Pitch. [online] When you feel like it. Available at: https://whenyoufeellikeit.wordpress.com/2019/08/16/playing-with-the-past-the-pitch/
Chapman, A. (2016). Digital games as history: How Videogames…
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