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Book

Digital Games as History

Book

Digital Games as History

DOI link for Digital Games as History

Digital Games as History book

How Videogames Represent the Past and Offer Access to Historical Practice

Digital Games as History

DOI link for Digital Games as History

Digital Games as History book

How Videogames Represent the Past and Offer Access to Historical Practice
ByAdam Chapman
Edition 1st Edition
First Published 2016
eBook Published 24 May 2016
Pub. Location New York
Imprint Routledge
DOI https://doi.org/10.4324/9781315732060
Pages 302
eBook ISBN 9781315732060
Subjects Humanities
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Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice (1st ed.). Routledge. https://doi.org/10.4324/9781315732060

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 |2 pages

PART I: Digital Games as History

chapter 1|27 pages

Introduction

chapter 2|27 pages

Interacting with Digital Games as History

part |2 pages

PART II: Digital Games as Historical Representations

chapter 3|31 pages

Simulation Styles and Epistemologies

chapter 4|29 pages

Time and Space

chapter 5|17 pages

Narrative in Games: Categorising for Analysis

chapter 6|35 pages

Historical Narrative in Digital Games

part |2 pages

PART III: 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 |2 pages

PART IV: Digital Games as a Historical Form

chapter 10|22 pages

Conclusions

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