The article introduces and reflects on the concept of the "Ludic Century," proposed by Eric Zimmermann in 2015, highlighting how gamification has become a structural component of contemporary society, from everyday life to consumer mechanisms. However, it focuses on the "healthier" and more educational forms of play, particularly board games and certain video games, capable of developing transversal skills and fostering social interaction. The contribution presents the outcomes of the "Play History" Conference, held in Modena in May 2023 during the Play Festival, dedicated to the relationship between play and the teaching of history. It emphasizes how historical games – from board games to role-playing games, and even video games – can serve as effective tools for historical dissemination and learning, stimulating curiosity and critical thinking beyond academic contexts. The article also documents the growing academic interest in play as a cultural and educational medium, evidenced by the establishment of university research centers in Italy and the recent opening of the first University Game Library at the University of Genoa. It concludes with the hope that games will increasingly become an ally of education in schools and universities.
Storia e gioco
R. Repetti
2025-01-01
Abstract
The article introduces and reflects on the concept of the "Ludic Century," proposed by Eric Zimmermann in 2015, highlighting how gamification has become a structural component of contemporary society, from everyday life to consumer mechanisms. However, it focuses on the "healthier" and more educational forms of play, particularly board games and certain video games, capable of developing transversal skills and fostering social interaction. The contribution presents the outcomes of the "Play History" Conference, held in Modena in May 2023 during the Play Festival, dedicated to the relationship between play and the teaching of history. It emphasizes how historical games – from board games to role-playing games, and even video games – can serve as effective tools for historical dissemination and learning, stimulating curiosity and critical thinking beyond academic contexts. The article also documents the growing academic interest in play as a cultural and educational medium, evidenced by the establishment of university research centers in Italy and the recent opening of the first University Game Library at the University of Genoa. It concludes with the hope that games will increasingly become an ally of education in schools and universities.| File | Dimensione | Formato | |
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