Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice / Edition 1

Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice / Edition 1

by Adam Chapman
ISBN-10:
1138841625
ISBN-13:
9781138841628
Pub. Date:
05/16/2016
Publisher:
Taylor & Francis
ISBN-10:
1138841625
ISBN-13:
9781138841628
Pub. Date:
05/16/2016
Publisher:
Taylor & Francis
Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice / Edition 1

Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice / Edition 1

by Adam Chapman

Hardcover

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Overview

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.


Product Details

ISBN-13: 9781138841628
Publisher: Taylor & Francis
Publication date: 05/16/2016
Series: Routledge Advances in Game Studies
Pages: 302
Product dimensions: 6.00(w) x 9.00(h) x (d)

About the Author

Adam Chapman is a Post-Doctoral Fellow in Historical Games in the Department of Education, Communication and Learning at the University of Gothenburg, Sweden

Table of Contents

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.

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