Digital games as history : how video games represent the past and offer access to historical practice / Adam Chapman.
Erişim Adresi
ISBN
9781315732060 (e-book : PDF)
9781317553847 (e-book: Mobi)
9781317553854 (e-book: ePub)
9781138841628 (hardback)
9781138597822 (paperback)
9781317553847 (e-book: Mobi)
9781317553854 (e-book: ePub)
9781138841628 (hardback)
9781138597822 (paperback)
Dil Kodu
İngilizce
Yazar
Yayın Bilgisi
New York, N.Y. : Routledge, 2016.
Fiziksel Niteleme
1 online resource (xii, 290 pages)
Dizi
Routledge advances in game studies ; 7
İçindekiler Notu
pt. 1. Digital games as history -- pt. 2. Digital games as historical representations -- pt. 3. Digital games as systems for historying -- pt. 4. Digital games as a historical form.
Özet, vb.
"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"--From publisher's website.
Konu
History __ Computer simulation.
History __ Philosophy.
History __ Methodology.
History __ Study and teaching __ Simulation methods.
Historical reenactments.
Video games __ Study and teaching.
Video games __ Social aspects.
Video games __ Psychological aspects.
History __ Philosophy.
History __ Methodology.
History __ Study and teaching __ Simulation methods.
Historical reenactments.
Video games __ Study and teaching.
Video games __ Social aspects.
Video games __ Psychological aspects.
Veritabanı
