Digital Games As History: How Videogames Represent The Past And Offer Access To Historical Practice

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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.

Author(s): Adam Chapman
Series: Routledge Advances In Game Studies | 7
Edition: 1
Publisher: Routledge | Taylor & Francis Group
Year: 2016

Language: English
Commentary: TruePDF
Pages: 303
Tags: 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

Cover
Half Title
Title Page
Copyright Page
Contents
List of Figures
Acknowledgements
Part I | Digital Games as History
1 | 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 Heritage 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
Index