Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice

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

Hardback (16 May 2016)

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Publisher's Synopsis

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.

About the Publisher

Routledge

Routledge

Routledge is the world's leading academic publisher in the Humanities and Social Sciences. We publish thousands of books and journals each year, serving scholars, instructors, and professional communities worldwide. Our current publishing programme encompasses groundbreaking textbooks and premier, peer-reviewed research in the Social Sciences, Humanities, and Built Environment. We have partnered with many of the most influential societies and academic bodies to publish their journals and book series. Readers can access tens of thousands of print and e-books from our extensive catalogue of titles. Routledge is a member of Taylor & Francis Group, an informa business.

Book information

ISBN: 9781138841628
Publisher: Taylor & Francis
Imprint: Routledge
Pub date:
DEWEY: 901.13
DEWEY edition: 23
Language: English
Number of pages: xii, 290
Weight: 562g
Height: 161mm
Width: 234mm
Spine width: 22mm