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Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice (Routledge Advances in Game Studies)

معرفی کتاب «Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice (Routledge Advances in Game Studies)» نوشتهٔ Adam Chapman، منتشرشده توسط نشر Taylor & Francis Group; Routledge در سال 2016. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

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--from Publisher's Website. Part One. Digital Games As History -- Introduction -- Interacting With Digital Games As History -- Part Two. Digital Games As Historical Representations -- Simulation Styles And Epistemologies -- Time And Space -- Narrative In Games : Categorising For Analysis -- Historical Narrative In Digital Games -- Part Three. Digital Games As Systems For Historying -- Affording Heritage Experiences, Reenactment And Narrative Historying -- Digital Games As Historical Reenactment -- Digital Games As (counterfactual) Narrative Historying -- Part Four. Digital Games As A Historical Form -- Conclusions. By Adam Chapman. Includes Bibliographical References And Index. Cover Half Title Title Page Copyright Page Contents List of Figures Acknowledgements Part I | Digital Games as History 1 | 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 Heritage 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 Index "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" ... From publisher's website
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