Digital Games as History : How Videogames Represent the Past and Offer Access to Historical Practice
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Adam Chapman, 2016, Digital Games as History How Videogames Represent the Past and Offer Access to Historical Practice, New York, Routledge
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.