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.
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ix | |
Acknowledgements |
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xi | |
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PART I Digital Games as History |
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3 | (27) |
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2 Interacting with Digital Games as History |
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30 | (29) |
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PART II Digital Games as Historical Representations |
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3 Simulation Styles and Epistemologies |
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59 | (31) |
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90 | (29) |
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5 Narrative in Games: Categorising for Analysis |
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119 | (17) |
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6 Historical Narrative in Digital Games |
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136 | (37) |
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PART III Digital Games as Systems for Historying |
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7 Affording Heritage Experiences, Reenactment and Narrative Historying |
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173 | (25) |
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8 Digital Games as Historical Reenactment |
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198 | (33) |
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9 Digital Games as (Counterfactual) Narrative Historying |
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231 | (34) |
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PART IV Digital Games as a Historical Form |
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265 | (22) |
Index |
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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