
Digital games as history : how videogames represent the past and offer access to historical practice
Adam Chapman
Bok · Engelsk · 2018
Originaltittel | |
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Omfang | XII, 290 sider : illustrasjoner
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Utgave | First issued in paperback 2018
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Opplysninger | Innbundet utgave publisert 2016. - Part One. Digital games as history -- Introduction -- Interacting with digital games as history -- Part Two. Digital games as historical representations -- Simulation styles and epistemologies -- Time and space -- Narrative in games : categorising for analysis -- Historical narrative in digital games -- Part Three. Digital games as systems for historying -- Affording heritage experiences, reenactment and narrative historying -- Digital games as historical reenactment -- Digital games as (counterfactual) narrative historying -- Part Four. Digital games as a historical form -- Conclusions.. - ""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"--Publisher's website.
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Emner | Historical reenactments.
History - Computer simulation. History - Methodology. History - Philosophy. Vis mer... History - Study and teaching - Simulation methods.
Video games - Psychological aspects. Video games - Social aspects. videospill sosiale psykologiske aspekter historie datamaskinsimulering filosofi metode pedagogikk gjenskapelse reenactment |
Dewey | |
ISBN | 9781138597822
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