Digital Games as History
How Videogames Represent the Past and Offer Access to Historical Practice
Seiten
2016
Routledge (Verlag)
978-1-138-84162-8 (ISBN)
Routledge (Verlag)
978-1-138-84162-8 (ISBN)
This book provides the first in-depth exploration of video games as history. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Through these methods of analysis he explores what these games uniquely offer as a new form of history and how they produce representations of the past. By taking an inter-disciplinary and accessible approach the book provides a specific and firm first foundation upon which to build further examination of the potential of video games as a historical form.
Adam Chapman is a Post-Doctoral Fellow in Historical Games in the Department of Education, Communication and Learning at the University of Gothenburg, Sweden
Part I: Digital Games as History1. Introduction 2. Interacting with Digital Games as History Part II: Digital Games as Historical Representations 3. Simulation Styles and Epistemologies 4. Time and Space 5. Narrative in Games: Categorising for Analysis 6. Historical Narrative in Digital Games Part III: Digital Games as Systems for Historying 7. Affording Hertiage Experiences, Reenactment and Narrative Historying 8. Digital Games as Historical Reenactment 9. Digital Games as (Counterfactual) Narrative Historying Part IV: Digital Games as a Historical Form 10. Conclusions.
Erscheinungsdatum | 25.05.2016 |
---|---|
Reihe/Serie | Routledge Advances in Game Studies |
Zusatzinfo | 13 Halftones, black and white; 13 Illustrations, black and white |
Verlagsort | London |
Sprache | englisch |
Maße | 152 x 229 mm |
Gewicht | 544 g |
Themenwelt | Geisteswissenschaften ► Geschichte ► Geschichtstheorie / Historik |
Sozialwissenschaften ► Kommunikation / Medien ► Medienwissenschaft | |
ISBN-10 | 1-138-84162-5 / 1138841625 |
ISBN-13 | 978-1-138-84162-8 / 9781138841628 |
Zustand | Neuware |
Haben Sie eine Frage zum Produkt? |
Mehr entdecken
aus dem Bereich
aus dem Bereich
Russland, die Ukraine und der Westen
Buch | Softcover (2024)
De Gruyter (Verlag)
CHF 55,90
Geschichte und Theorie
Buch | Softcover (2024)
De Gruyter Oldenbourg (Verlag)
CHF 34,90
wie Irritationen historisches Denken anregen
Buch | Softcover (2024)
Kohlhammer (Verlag)
CHF 96,55