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DIGITAL GAMES AS HISTORY: HOW VIDEOGAMES REPRESENT THE PAST AND OFFER ACCESS TO HISTORICAL PRACTICE

Adam Chapman



 

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.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Paperback


9781138597822

2018

290

English

Hardcover


9781138841628

2016

302

English

eBook


9781315732060

2016

302

 

TAGS


Authors: #AdamChapman

Publishers: #Routledge (Routledge)

Languages: #English

Accessibility: N/A


Companies:

N/A


Public Figures:

N/A


Games:

#AgeOfEmpires (Age of Empires)

#AssassinsCreed (Assassin's Creed II)

#BrotherInArms (Brother in Arms: Hell's Highway)

#Civilization (Sid Meier's Civilization IV, Sid Meier's Civilization V)

#CrusaderKings (Crusader Kings II)

#MakingHistory (Making History: The Calm and the Storm)

#NeverAlone (Never Alone [Kisima Ingitchuna])

#TotalWar (Empire: Total War, Total War: Rome II)

#WarThunder (War Thunder)


Misc:

N/A

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