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Early Modernity and Video Games.

By: Contributor(s): Material type: TextTextPublisher: Newcastle-upon-Tyne : Cambridge Scholars Publishing, 2014Copyright date: ©2014Edition: 1st edDescription: 1 online resource (265 pages)Content type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781443862349
Subject(s): Genre/Form: Additional physical formats: Print version:: Early Modernity and Video GamesDDC classification:
  • 794.8
LOC classification:
  • GV1469.37 -- .E275 2014eb
Online resources:
Contents:
Intro -- TABLE OF CONTENTS -- ACKNOWLEDGEMENTS -- INTRODUCTION -- PRELUDE -- SECTION ONE -- CHAPTER ONE -- CHAPTER TWO -- CHAPTER THREE -- CHAPTER FOUR -- CHAPTER FIVE -- CHAPTER SIX -- CHAPTER SEVEN -- CHAPTER EIGHT -- CHAPTER NINE -- SECTION TWO -- CHAPTER ONE -- CHAPTER TWO -- CHAPTER THREE -- CHAPTER FOUR -- CHAPTER FIVE -- BIBLIOGRAPHY -- CONTRIBUTORS.
Summary: We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past.
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Intro -- TABLE OF CONTENTS -- ACKNOWLEDGEMENTS -- INTRODUCTION -- PRELUDE -- SECTION ONE -- CHAPTER ONE -- CHAPTER TWO -- CHAPTER THREE -- CHAPTER FOUR -- CHAPTER FIVE -- CHAPTER SIX -- CHAPTER SEVEN -- CHAPTER EIGHT -- CHAPTER NINE -- SECTION TWO -- CHAPTER ONE -- CHAPTER TWO -- CHAPTER THREE -- CHAPTER FOUR -- CHAPTER FIVE -- BIBLIOGRAPHY -- CONTRIBUTORS.

We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past.

Description based on publisher supplied metadata and other sources.

Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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