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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/ISSN | 9781138841628 (hbk. ; alkaline paper) |
| 9781315732060 (ebook) |
| 1138841625 (hbk. ; alkaline paper) |
| 1315732068 (ebook) |