ABSTRACT
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.
TABLE OF CONTENTS
part I|56 pages
Digital Games as History
chapter 1|27 pages
Introduction
chapter 2|27 pages
Interacting with Digital Games as History
part II|114 pages
Digital Games as Historical Representations
chapter 3|31 pages
Simulation Styles and Epistemologies
chapter 4|29 pages
Time and Space
chapter 6|35 pages
Historical Narrative in Digital Games
part III|92 pages
Digital Games as Systems for Historying
chapter 7|25 pages
Affording Heritage Experiences, Reenactment and Narrative Historying
chapter 8|33 pages
Digital Games as Historical Reenactment
chapter 9|32 pages
Digital Games as (Counterfactual) Narrative Historying
part IV|24 pages
Digital Games as a Historical Form