Digital games as history : how videogames represent the past and offer access to historical practice

書誌事項

Digital games as history : how videogames represent the past and offer access to historical practice

Adam Chapman

(Routledge advances in game studies, 7)

Routledge, 2018, c2016

  • : pbk

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注記

Originally published: 2016

Includes bibliographical references and index

内容説明・目次

内容説明

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.

目次

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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