Digital Games as History
How Videogames Represent the Past and Offer Access to Historical Practice
Samenvatting
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.
Specificaties
Rubrieken
- cadeauboeken
- computer en informatica
- economie
- filosofie
- flora en fauna
- geneeskunde
- geschiedenis
- gezondheid
- jeugd
- juridisch
- koken en eten
- kunst en cultuur
- literatuur en romans
- mens en maatschappij
- naslagwerken
- non-fictie informatief/professioneel
- paramedisch
- psychologie
- reizen
- religie
- schoolboeken
- spiritualiteit
- sport, hobby, lifestyle
- thrillers en spanning
- wetenschap en techniek
- woordenboeken en taal

