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Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice [Pehme köide]

  • Formaat: Paperback / softback, 302 pages, kõrgus x laius: 229x152 mm, kaal: 540 g, 13 Halftones, black and white; 13 Illustrations, black and white
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 25-Apr-2018
  • Kirjastus: Routledge
  • ISBN-10: 1138597821
  • ISBN-13: 9781138597822
Teised raamatud teemal:
  • Formaat: Paperback / softback, 302 pages, kõrgus x laius: 229x152 mm, kaal: 540 g, 13 Halftones, black and white; 13 Illustrations, black and white
  • Sari: Routledge Advances in Game Studies
  • Ilmumisaeg: 25-Apr-2018
  • Kirjastus: Routledge
  • ISBN-10: 1138597821
  • ISBN-13: 9781138597822
Teised raamatud teemal:

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.

Arvustused

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.

List of Figures
ix
Acknowledgements xi
PART I Digital Games as History
1 Introduction
3(27)
2 Interacting with Digital Games as History
30(29)
PART II Digital Games as Historical Representations
3 Simulation Styles and Epistemologies
59(31)
4 Time and Space
90(29)
5 Narrative in Games: Categorising for Analysis
119(17)
6 Historical Narrative in Digital Games
136(37)
PART III Digital Games as Systems for Historying
7 Affording Heritage Experiences, Reenactment and Narrative Historying
173(25)
8 Digital Games as Historical Reenactment
198(33)
9 Digital Games as (Counterfactual) Narrative Historying
231(34)
PART IV Digital Games as a Historical Form
10 Conclusions
265(22)
Index 287
Adam Chapman is a Post-Doctoral Fellow in Historical Games in the Department of Education, Communication and Learning at the University of Gothenburg, Sweden