Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice: Routledge Advances in Game Studies
Autor Adam Chapmanen Limba Engleză Paperback – 25 apr 2018
Toate formatele și edițiile | Preț | Express |
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Paperback (1) | 334.94 lei 22-36 zile | +26.00 lei 6-12 zile |
Taylor & Francis – 25 apr 2018 | 334.94 lei 22-36 zile | +26.00 lei 6-12 zile |
Hardback (1) | 1036.43 lei 43-57 zile | |
Taylor & Francis – 16 mai 2016 | 1036.43 lei 43-57 zile |
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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
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 UndergraduateCuprins
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.