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Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice: Routledge Advances in Game Studies

Autor Adam Chapman
en Limba Engleză Paperback – 25 apr 2018
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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Specificații

ISBN-13: 9781138597822
ISBN-10: 1138597821
Pagini: 290
Ilustrații: 13 Halftones, black and white; 13 Illustrations, black and white
Dimensiuni: 152 x 229 x 25 mm
Greutate: 0.54 kg
Ediția:1
Editura: Taylor & Francis
Colecția Routledge
Seria Routledge Advances in Game Studies

Locul publicării:Oxford, United Kingdom

Public țintă

Postgraduate and Undergraduate

Cuprins

Part I: Digital Games as History1. Introduction  2. Interacting with Digital Games as History  Part II: Digital Games as Historical Representations 3. Simulation Styles and Epistemologies  4. Time and Space  5. Narrative in Games: Categorising for Analysis 6. Historical Narrative in Digital Games Part III: Digital Games as Systems for Historying  7. Affording Hertiage Experiences, Reenactment and Narrative Historying  8. Digital Games as Historical Reenactment  9. Digital Games as (Counterfactual) Narrative Historying  Part IV: Digital Games as a Historical Form 10. Conclusions.

Recenzii

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.

Descriere

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.