Winnerling, Tobias.

Early Modernity and Video Games. - 1st ed. - 1 online resource (265 pages)

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 For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody.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.

9781443862349


Video games.
Video games -- Social aspects.
Video games -- History.


Electronic books.

GV1469.37 -- .E275 2014eb

794.8