Digital Games as History
How Videogames Represent the Past and Offer Access to Historical Practice
By Adam Chapman | Publisher: Taylor and Francis
About the book
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.
Editions of Digital Games as History
- Hardcover
- ISBN 9781138841628
- EBook
- ISBN 9781317553854
- PDF
- ISBN 9781317553861
Read an Excerpt
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.
Frequently Asked Questions
What is Digital Games as History about?
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.
What core themes, tropes, or subjects are explored in Digital Games as History?
Society and Social Sciences > Society and culture: general > Cultural and media studies > Media studies
Where can I read a sample of Digital Games as History?
You can read an official preview of the few pages here https://www.book2look.com/book/9781138841628
Is Digital Games as History part of a series, and can it be read as a standalone?
Yes it is a part of series Routledge Advances in Game Studies
Who is/are the Author/s of the book Digital Games as History?
Adam Chapman
What are the ISBN numbers for the physical and digital editions?
Digital Games as History is available as hardcover(ISBN 9781138841628) and ebook(ISBN 9781317553854) and pdf(ISBN 9781317553861)