Digital Games as History

How Videogames Represent the Past and Offer Access to Historical Practice

Nonfiction, Entertainment, Games, Video & Electronic, Computers, Entertainment & Games, Video & Electronic Games, Social & Cultural Studies, Social Science
Cover of the book Digital Games as History by Adam Chapman, Taylor and Francis
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Author: Adam Chapman ISBN: 9781317553854
Publisher: Taylor and Francis Publication: May 5, 2016
Imprint: Routledge Language: English
Author: Adam Chapman
ISBN: 9781317553854
Publisher: Taylor and Francis
Publication: May 5, 2016
Imprint: Routledge
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

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