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01732nam a2200289 a 4500 |
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170628s2016 nyua b 001 0 eng d |
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|a 9781138841628(hardback:alkalinepaper)
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|a CY-NiUCY
|b eng
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|a D16.255.S5C53 2016
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100 |
1 |
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|a Chapman, Adam,
|d 1984-
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245 |
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|a Digital games as history :
|b how videogames represent the past and offer access to historical practice /
|c Adam Chapman.
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260 |
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|a New York, NY :
|b Routledge, Taylor & Francis Group,
|c 2016.
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300 |
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|a xii, 290 p. :
|b ill. ;
|c 24 cm.
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490 |
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|a Routledge advances in game studies ;
|v 7
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504 |
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|a Includes bibliographical references and index.
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505 |
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|a Part One. Digital games as history -- Introduction -- Interacting with digital games as history -- Part Two. Digital games as historical representations -- Simulation styles and epistemologies -- Time and space -- Narrative in games : categorising for analysis -- Historical narrative in digital games -- Part Three. Digital games as systems for historying -- Affording heritage experiences, reenactment and narrative historying -- Digital games as historical reenactment -- Digital games as (counterfactual) narrative historying -- Part Four. Digital games as a historical form -- Conclusions.
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650 |
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|a History
|x Computer simulation
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650 |
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0 |
|a History
|x Philosophy
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650 |
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|a History
|x Methodology
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650 |
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|a History
|x Study and teaching
|x Simulation methods
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650 |
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0 |
|a Historical reenactments
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650 |
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0 |
|a Video games
|x Study and teaching
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650 |
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|a Video games
|x Social aspects
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650 |
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|a Video games
|x Psychological aspects
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952 |
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|a CY-NiOUC
|b 5a0468176c5ad14ac1ef2305
|c 998a
|d 945l
|e D16.255.S5C53 2016
|t 1
|x m
|z Books
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