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E-raamat: Virtual History: How Videogames Portray the Past

(University of Akron, USA)
  • Formaat: 234 pages
  • Ilmumisaeg: 28-Jun-2019
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351653374
  • Formaat - EPUB+DRM
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  • Formaat: 234 pages
  • Ilmumisaeg: 28-Jun-2019
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781351653374

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Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history.

The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective.

Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.

Arvustused

Amid the growing scholarship on videogames, gaming and historical enquiry, Virtual History offers a refreshing introduction to the broader debates about howand whyvideo games offer new ways of viewing, consuming, and playing with the past. Tackling a range of complex issues about history, historiography, gender, ethics, economics, race and politics, Martin Wainwright has brought together a range of voices to give a walkthrough of the latest developments in the field. This book is highly recommended to all interested students, players and readers interested in what is at stake when we play with history on our screens.

Andrew Elliott, University of Lincoln, UK

List of images and tables
x
Acknowledgments xii
Introduction: history in the videogame age 1(8)
Introduction
1(2)
How this book is organized
3(2)
What this book covers
5(3)
Works cited
8(1)
1 Historians, consumers, and the videogame industry
9(24)
Introduction
9(1)
The meaning and presentation of history
10(5)
Portraying historical research
15(1)
Designer preference versus marketability
16(8)
Designer intent and consumer reception
24(5)
Conclusion
29(1)
Works cited
30(3)
2 Theme and mechanics
33(18)
Introduction
33(1)
Mechanics
33(5)
Compression and focus
38(7)
The problem of hindsight bias
45(4)
Conclusion
49(1)
Works cited
49(2)
3 Contingency and determinism
51(26)
Introduction
51(2)
The scholarship of counterfactual history
53(3)
Contingency and technology in Sid Meier's Civilization
56(8)
Great individuals and events
64(2)
Wars and battles: Hastings and Gettysburg
66(8)
Conclusion
74(1)
Works cited
75(2)
4 Economics and resource management
77(20)
Introduction
77(1)
Economic history
78(4)
Resource management
82(2)
Trade
84(2)
Mercantilism in games portraying the early modern era
86(5)
Laissez-faire and planned economies
91(3)
Conclusion
94(1)
Works cited
95(2)
5 Ecology and environment
97(22)
Introduction
97(2)
Environmental history and the Columbian Exchange
99(3)
Applying the Columbian Exchange in the virtual world
102(4)
Disease
106(5)
Climate change and geological events
111(5)
Conclusion
116(1)
Works cited
117(2)
6 Culture and ethnicity
119(33)
Introduction
119(3)
The cultural turn in history
122(4)
Characterizing cultures in action videogames
126(7)
Characterizing cultures in strategy videogames
133(8)
Religion
141(7)
Conclusion
148(1)
Works cited
149(3)
7 Gender
152(32)
Introduction
152(2)
Gender in the study of history
154(3)
Sexism and the female market for historical videogames
157(5)
Female characters in the virtual past
162(10)
Male characters in the virtual past
172(5)
Portraying non-heteronormative gender roles
177(2)
Conclusion
179(1)
Works cited
180(4)
8 Violence and oppression
184(26)
Introduction
184(1)
Historical scholarship on violence and oppression
185(3)
Combat and the treatment of civilians
188(8)
Slavery and genocide
196(10)
Conclusion
206(1)
Works cited
207(3)
Conclusion: the future of the virtual past
210(3)
Works cited
212(1)
Index 213
A. Martin Wainwright is Professor and History Department Chair at the University of Akron, Ohio. He has authored two books on Britain and Indias interactions during the nineteenth and twentieth centuries. He teaches courses on global history and the portrayal of history in videogames.