000 | 02639nam a22004813i 4500 | ||
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001 | EBC1724953 | ||
003 | MiAaPQ | ||
005 | 20240729122847.0 | ||
006 | m o d | | ||
007 | cr cnu|||||||| | ||
008 | 240724s2014 xx o ||||0 eng d | ||
020 |
_a9781443862349 _q(electronic bk.) |
||
020 | _z9781443853941 | ||
035 | _a(MiAaPQ)EBC1724953 | ||
035 | _a(Au-PeEL)EBL1724953 | ||
035 | _a(CaPaEBR)ebr10898052 | ||
035 | _a(CaONFJC)MIL621950 | ||
035 | _a(OCoLC)882608682 | ||
040 |
_aMiAaPQ _beng _erda _epn _cMiAaPQ _dMiAaPQ |
||
050 | 4 | _aGV1469.37 -- .E275 2014eb | |
082 | 0 | _a794.8 | |
100 | 1 | _aWinnerling, Tobias. | |
245 | 1 | 0 | _aEarly Modernity and Video Games. |
250 | _a1st ed. | ||
264 | 1 |
_aNewcastle-upon-Tyne : _bCambridge Scholars Publishing, _c2014. |
|
264 | 4 | _c©2014. | |
300 | _a1 online resource (265 pages) | ||
336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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505 | 0 | _aIntro -- 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. | |
520 | _aWe 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 For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody.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. | ||
588 | _aDescription based on publisher supplied metadata and other sources. | ||
590 | _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. | ||
650 | 0 | _aVideo games. | |
650 | 0 | _aVideo games -- Social aspects. | |
650 | 0 | _aVideo games -- History. | |
655 | 4 | _aElectronic books. | |
700 | 1 | _aKerschbaumer, Florian. | |
776 | 0 | 8 |
_iPrint version: _aWinnerling, Tobias _tEarly Modernity and Video Games _dNewcastle-upon-Tyne : Cambridge Scholars Publishing,c2014 _z9781443853941 |
797 | 2 | _aProQuest (Firm) | |
856 | 4 | 0 |
_uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=1724953 _zClick to View |
999 |
_c37432 _d37432 |