Digital Memory Project Reviews

by Brianna Caszatt
Contributors: Elena Abou MradAránzazu BorracheroBrianna CaszattMaggi DelgadoRachel DixonOstap K.Faihaa KhanEmily MaanumCarolyn McDonoughMiriam MosterAsma NeblettEmily PaganoMatt P.Lola Shehu-Endo

Students taking DHUM 78000-1 Digital Memories: Theory and Practice in the Spring 2021 semester have written reviews of digital memory projects as a way to develop critical evaluation skills of work happening in our field. In examining how other projects are built, we've also learned how to create new projects. This open-access Manifold publication includes all of the reviews we've written, as well as an introduction explaining the pedagogical rationale for including such activities in a course syllabus and the rationale behind how the projects were selected. The introduction also discusses themes and explains how the publication is presented, including a disclaimer about the changing nature of digital environments. Each of our reviews has been written with Miriam Posner’s “How Did They Make That?” video in mind, listing the sources, processes, and presentation for the project. In a self-reflexive turn, our introduction details how we made this project.

Project screenshot quilt made by Brianna Caszatt

How We Made This

  • Cover of Introduction


    by Aránzazu Borrachero, Brianna Caszatt

    Introduction to the project, including information about the course and project development.

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This thesaurus stands in place of a traditional table of contents. It is meant to give readers access to our project reviews through three main categories: Histories, Identities, and Video Games, the first two of which are further subdivided and subcategorized.


As framed in the project by its approaches; events and time periods; social movements, organizing, and political activism; and/or geographical areas:


Events and Time Periods

Social Movements, Organizing, and Political Activism

Geographical Areas


As expressly named in the project as part of its aims to reclaim, foreground, and amplify lost or underrepresented identities and voices:




Video Games

As a venue for digital humanities discourse:


  • publisher place
    New York City