作者Chapman, Adam, 1984-
書名Digital games as history : how videogames represent the past and offer access to historical practice / Adam Chapman
出版項New York : Routledge, Taylor & Francis Group, 2016
說明xii, 290 pages : illustrations ; 24 cm
文字text
無媒介unmediated
成冊volume
系列Routledge advances in game studies ; 7
附註Includes bibliographical references and index
Part One. Digital games as history -- Introduction -- Interacting with digital games as history -- Part Two. Digital games as historical representations -- Simulation styles and epistemologies -- Time and space -- Narrative in games : categorising for analysis -- Historical narrative in digital games -- Part Three. Digital games as systems for historying -- Affording heritage experiences, reenactment and narrative historying -- Digital games as historical reenactment -- Digital games as (counterfactual) narrative historying -- Part Four. Digital games as a historical form -- Conclusions
"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
主題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
ISBN/ISSN9781138841628 (hbk. ; alkaline paper)
9781315732060 (ebook)
1138841625 (hbk. ; alkaline paper)
1315732068 (ebook)
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