This trend analysis of Digital Humanities focuses on the influence of game based technology towards the Digital Humanities. Game based technology is not a profound term but a collection of technology which makes game immersive and interactive. It contains fields of Virtual and Augmented Reality, Graphics, Human-Machine Interaction and Game algorithm. To see the development of game based technology, we can date to 1972 when the very popular game Pong(http://en.wikipedia.org/wiki/Pong) released and start the era of video game. It is a purely 2-Dimension Black-White game with simplest user input. With time stepping forwards, games like Age of Empire for PC , and the later Wii, kinect introduce multi possibility of game play. Among game based technology, 3D modeling technique can reconstruct historical building. Game simulation strategy can simulate complicated problems or puzzles without recorded answers in archives. And virtual reality and casual game give a new way by which users can conveniently explore the Humanities world.
The website Play the Past(http://www.playthepast.org) is dedicated to discuss the intersection of cultural heritage and game play. For people who use IPhone or Android, they may have already seen massive historical city scenes in Assassin’s Creed (http://assassinscreed.ubi.com/en-gb/home/index.aspx) which is a famous game containing very detailed historical scenes and a assassin story line. The powerful use of game engine makes reconstructing historical buildings and city possible. In article , the author states the benefit of historical reconstruction will bring data together and can constantly be available to any numbers of visitors or players. And a significance of using game engine is that the content(buildings and cities) it displays can be updated every frame. This dynamically display technique is helpful for building a Humanities project of reconstructing historical scenes, for instance Northern American imperial fort. Also, with this technique, virtual scene within Northern American imperial fort project has multi interpretation of helpful archival documents and personal footnotes by community users.
Video Game contains some autonomous agents who are mostly self-organized and interact with player automatically. Some agents play roles of bad guys or monsters who are responsible for attacking player. Some act more complicated ways to make game script proceed forwards. In paper , the author introduces Agent-Based Modeling to Humanities. The Agent-Based Modeling method in  is different from general game agents in which Agent-Based Modeling does not depend on any human interaction while playing video game need persistent interaction between human and machine. Also in , the author conducted projects to simulate the history of print controversy. To initialize the starting state of agents, “reader-led” model and Joshua Epstein’s model are used here to adapting the specific problem. With different theoretical model, agents would be assign a different property and behave differently. The author aim to introduce Agent-Based Modeling into Humanities because Humanities is more comprehensive understanding human decision-making and needs powerful technique like Agent-Based Modeling to move forward. In this case game simulation help computation of Digital Humanities.
Paper  is the one which is mostly relevant to our life. It describes the large change in world of network during the past decade, which is also the time of emergence of Digital Humanities. The network “Cyberspace is everting”, which means “digital network—from an online world apart to a pervasive part of the world, from a transcendent virtual reality to a ubiquitous grid of data we move through every day.” The idea is also suitable for Humanities when we digitalize the historical archive and people working on Digital Humanities are also everting the Humanities. The author focuses on casual and mixed-reality games which could active the role of DH in eversion of network. Also, the author believes video game like Wii U games and 3DS AR game would raise Digital Humanities.
In conclusion, the network is changing all the time and game based technology would help the Humanities to keep pace with the changes.