Archive for 2016

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[ecrea] Book Announcement: Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice

Wed Oct 26 14:34:30 GMT 2016




I am pleased to announce the publication of my new book, Digital Games as
History: How Videogames Represent the Past and Offer Access to Historical
Practice, exploring the topic of historical games (those games that
represent the past or relate to discourses about it).  This book provides
the first in-depth exploration of video games as history. Digital Games as
History puts forth five basic categories of analysis for understanding
historical video games: simulation and epistemology, time, space,
narrative, and affordances. Through these methods of analysis the book
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.  The book is part of Routledge¹s
Advances in Game Studies series.


Digital Games as History: How Videogames Represent the Past and Offer
Access to Historical Practice

Adam Chapman
New York/London: Routledge, 2016.
https://www.routledge.com/Digital-Games-as-History-How-Videogames-Represent
-the-Past-and-Offer-Access/Chapman/p/book/9781138841628
Currently available in hardback, Kindle, iBook and ebook formats.


³This is a timely and important study of the ways in which video games can
and do use history, and the ways in which a hugely successful modern
medium can connect players with the past. Chapman is part of a new
generation of scholars trained in interdisciplinary research and able to
transcend disciplinary lines to answer provocative research questions.
This book is highly recommended both to historians and games studies
enthusiasts.² - Andrew Elliott, University of Lincoln, UK.

Contents:

PART I
Digital Games as History

 1 Introduction
2 Interacting with Digital Games as History

PART II
Digital Games as Historical Representations

 3 Simulation Styles and Epistemologies

4 Time and Space
5 Narrative in Games: Categorising for Analysis

6 Historical Narrative in Digital Games

PART III
Digital Games as Systems for Historying

 7 Affording Heritage Experiences, Reenactment and Narrative Historying

8 Digital Games as Historical Reenactment

9 Digital Games as (Counterfactual) Narrative Historying

PART IV
Digital Games as a Historical Form

 10 Conclusions



Contact:

Adam Chapman
University of Gothenburg
(Adam.chapman /at/ gu.se)




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