Format:
1 Online-Ressource (280 Seiten)
ISBN:
9783839454206
Series Statement:
Studies of digital media culture volume 12
Content:
Frontmatter -- Table of Contents -- Preface and Acknowledgments -- Introduction -- Quarry - Playground - Brand -- Why History in Digital Games matters -- Social Practices of History in Digital Possibility Spaces -- Tracing the Past with Digital Games -- History in Video Games and the Craze for the Authentic -- Crusading Icons -- The Auteur and the 80s Mixtape -- Queer Authenticity in the History of Games -- "If it's a fantasy world, why bother trying to make it realistic?" Constructing and Debating the Middle Ages of THE WITCHER 3: WILD HUNT -- How to Get Away with Colonialism -- Toying with History -- You Do Have Responsibility! -- Contributors
Content:
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies
Note:
Mode of access: Internet via World Wide Web.
,
In English
Additional Edition:
ISBN 9783837654202
Additional Edition:
Erscheint auch als Druck-Ausgabe Clash of Realities (Veranstaltung : 10. : 2019 : Köln) History in games Bielefeld : transcript, 2020 ISBN 9783837654202
Language:
English
Subjects:
History
Keywords:
Computerspiel
;
Geschichtsdarstellung
;
Authentizität
;
Computerspiel
;
Geschichte
;
Konferenzschrift
DOI:
10.14361/9783839454206
Author information:
Lorber, Martin 1967-
Author information:
Zimmermann, Felix 1993-
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