History in games: contingencies of an authentic past
Gespeichert in:
Körperschaft: | |
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Weitere Verfasser: | , |
Format: | Tagungsbericht Buch |
Sprache: | English |
Veröffentlicht: |
Bielefeld
transcript
[2020]
|
Schriftenreihe: | Studies of digital media culture
volume 12 |
Schlagworte: | |
Online-Zugang: | http://www.transcript-verlag.de/978-3-8376-5420-2 Rezension Inhaltsverzeichnis Inhaltsverzeichnis Klappentext Inhaltsverzeichnis Klappentext Inhaltsverzeichnis Klappentext |
Beschreibung: | "In 2019, the international conference on the art, technology, and theory of digital games, Clash of Realities - International Conference on the Art, Technology, and Theory of Digital Games, provided for the tenth time the opportunity for interdis-ciplinary exchange and dialogue related to digital games." (Preface and Acknowledgments) |
Beschreibung: | 280 Seiten Illustrationen 22.5 cm x 14.8 cm, 444 g |
ISBN: | 9783837654202 |
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Datensatz im Suchindex
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adam_text | TABLE
OF
CONTENTS
PREFACE
AND
ACKNOWLEDGEMENTS
MARTIN
LORBER
&
FELIX
ZIMMERMANN
|
7
INTRODUCTION.
APPROACHING
THE
AUTHENTICITIES
OF
LATE
MODERNITY
FELIX
ZIMMERMANN
|
9
H
ISTORY
AS
TOLD
BY
THE
G
AME
QUARRY
-
PLAYGROUND
-
BRAND.
POPULAR
HISTORY
IN
VIDEO
GAMES
ANGELA
SCHWARZ
|
25
WHY
HISTORY
IN
DIGITAL
GAMES
MATTERS.
HISTORICAL
AUTHENTICITY
AS
A
LANGUAGE
FOR
IDEOLOGICAL
MYTHS
EUGEN
PFISTER
|
47
SOCIAL
PRACTICES
OF
HISTORY
IN
DIGITAL
POSSIBILITY
SPACES.
HISTORICITY,
MEDIALITY,
PERFORMATIVITY,
AUTHENTICITY
NICO
NOLDEN
|
73
TRACING
THE
PAST
WITH
DIGITAL
GAMES.
HISTORICAL
PROCEDURAL
RHETORICS
RUDIGER
BRANDIS
|
93
A
UTHENTICITY
IN
AND
OF
H
ISTORY
HISTORY
IN
VIDEO
GAMES
AND
THE
CRAZE
FOR
THE
AUTHENTIC
ANGELA
SCHWARZ
|
117
CRUSADING
ICONS.
MEDIEVALISM
AND
AUTHENTICITY
IN
HISTORICAL
DIGITAL
GAMES
ANDREW
B.R.
ELLIOTT
&
MIKE
HORSWELL
|
137
THE
AUTEUR
AND
THE
80S
MIXTAPE.
POPULAR
MUSIC
AND
AUTHENTICITY
IN
M
ETAL
G
EAR
S
OLID
V:
T
HE
P
HANTOM
P
AIN
ANDRA
IVSNESCU
|
157
QUEER
AUTHENTICITY
IN
THE
HISTORY
OF
GAMES.
EXPERIENCES
OF
KNOWING,
PERFORMING
AND
PORTRAYING
QUEERNESS
IN
GAMES
THROUGHOUT
THE
LAST
FOUR
DECADES
LARAKEILBART
|
179
T
HE
P
OLITICS
OF
A
UTHENTICITY
*
IF
IT
*
S
A
FANTASY
WORLD,
WHY
BOTHER
TRYING
TO
MAKE
IT
REALISTIC?
*
CONSTRUCTING
AND
DEBATING
THE
MIDDLE
AGES
OF
T
HE
W
ITCHER
3:
W
ILD
H
UNT
AURELIA
BRANDENBURG
|
201
HOW
TO
GET
AWAY
WITH
COLONIALISM.
TWO
DECADES
OF
DISCUSSING
THE
A
NNO
SERIES
TOBIAS
WINNERLING
|
221
TOYING
WITH
HISTORY.
COUNTERPLAY,
COUNTERFACTUALS,
AND
THE
CONTROL
OF
THE
PAST
ANGUS
A.
A.
MOL
|
237
YOU
DO
HAVE
RESPONSIBILITY!
HOW
GAMES
TRIVIALIZE
FASCISM,
WHY
THIS
SHOULD
CONCERN
US
AND
HOW
WE
COULD
CHANGE
IT
JORG
FRIEDRICH
|
259
CONTRIBUTORS
|
277
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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.
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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.
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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.
|
adam_txt |
TABLE
OF
CONTENTS
PREFACE
AND
ACKNOWLEDGEMENTS
MARTIN
LORBER
&
FELIX
ZIMMERMANN
|
7
INTRODUCTION.
APPROACHING
THE
AUTHENTICITIES
OF
LATE
MODERNITY
FELIX
ZIMMERMANN
|
9
H
ISTORY
AS
TOLD
BY
THE
G
AME
QUARRY
-
PLAYGROUND
-
BRAND.
POPULAR
HISTORY
IN
VIDEO
GAMES
ANGELA
SCHWARZ
|
25
WHY
HISTORY
IN
DIGITAL
GAMES
MATTERS.
HISTORICAL
AUTHENTICITY
AS
A
LANGUAGE
FOR
IDEOLOGICAL
MYTHS
EUGEN
PFISTER
|
47
SOCIAL
PRACTICES
OF
HISTORY
IN
DIGITAL
POSSIBILITY
SPACES.
HISTORICITY,
MEDIALITY,
PERFORMATIVITY,
AUTHENTICITY
NICO
NOLDEN
|
73
TRACING
THE
PAST
WITH
DIGITAL
GAMES.
HISTORICAL
PROCEDURAL
RHETORICS
RUDIGER
BRANDIS
|
93
A
UTHENTICITY
IN
AND
OF
H
ISTORY
HISTORY
IN
VIDEO
GAMES
AND
THE
CRAZE
FOR
THE
AUTHENTIC
ANGELA
SCHWARZ
|
117
CRUSADING
ICONS.
MEDIEVALISM
AND
AUTHENTICITY
IN
HISTORICAL
DIGITAL
GAMES
ANDREW
B.R.
ELLIOTT
&
MIKE
HORSWELL
|
137
THE
AUTEUR
AND
THE
80S
MIXTAPE.
POPULAR
MUSIC
AND
AUTHENTICITY
IN
M
ETAL
G
EAR
S
OLID
V:
T
HE
P
HANTOM
P
AIN
ANDRA
IVSNESCU
|
157
QUEER
AUTHENTICITY
IN
THE
HISTORY
OF
GAMES.
EXPERIENCES
OF
KNOWING,
PERFORMING
AND
PORTRAYING
QUEERNESS
IN
GAMES
THROUGHOUT
THE
LAST
FOUR
DECADES
LARAKEILBART
|
179
T
HE
P
OLITICS
OF
A
UTHENTICITY
*
IF
IT
*
S
A
FANTASY
WORLD,
WHY
BOTHER
TRYING
TO
MAKE
IT
REALISTIC?
*
CONSTRUCTING
AND
DEBATING
THE
MIDDLE
AGES
OF
T
HE
W
ITCHER
3:
W
ILD
H
UNT
AURELIA
BRANDENBURG
|
201
HOW
TO
GET
AWAY
WITH
COLONIALISM.
TWO
DECADES
OF
DISCUSSING
THE
A
NNO
SERIES
TOBIAS
WINNERLING
|
221
TOYING
WITH
HISTORY.
COUNTERPLAY,
COUNTERFACTUALS,
AND
THE
CONTROL
OF
THE
PAST
ANGUS
A.
A.
MOL
|
237
YOU
DO
HAVE
RESPONSIBILITY!
HOW
GAMES
TRIVIALIZE
FASCISM,
WHY
THIS
SHOULD
CONCERN
US
AND
HOW
WE
COULD
CHANGE
IT
JORG
FRIEDRICH
|
259
CONTRIBUTORS
|
277
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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.
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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.
Table of Contents Preface and Acknowledgements Martin Lorber Felix Zimmermann | 7 Introduction. Approaching the Authenticities of Late Modernity Felix Zimmermann | 9 History as told by the Game Quarry - Playground - Brand. Popular History in Video Games Angela Schwarz | 25 Why History in Digital Games matters. Historical Authenticity as a Language for Ideological Myths Eugen Pfister ļ 47 Social Practices of History in Digital Possibility Spaces. Historicity, Mediality, Performativity, Authenticity Nico Noiden ļ 73 Tracing the Past with Digital Games. Historical Procedural Rhetorics Rudiger Brandis | 93 Authenticity in and of History History in Video Games and the Craze for the Authentic Angela Schwarz Į 117 Crusading Icons. Medievalism and Authenticity in Historical Digital Games Andrew B.R. Elliott Mike Horswell | 137
The Auteur and the 80s Mixtape. Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain Andra Ivănescu ļ 157 Queer Authenticity in the History of Games. Experiences of Knowing, Performing and Portraying Queernes: in Games throughout the Last Four Decades Lara Keilbart ļ 179 The Politics of Authenticity “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 Aurelia Brandenburg | 201 How to Get Away with Colonialism. Two decades of discussing the Anno Series Tobias Winnerling | 221 Toying with History. Counterplay, Counterfactuals, and the Control of the Past Angus A. A. Mol I 237 You Do Have Responsibility! How Games trivialize Fascism, why this should concern us and how we could change it Jörg Friedrich j 259 Contributors I 277
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 discus sions 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. |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
author2 | Lorber, Martin 1967- Zimmermann, Felix 1993- |
author2_role | edt edt |
author2_variant | m l ml f z fz |
author_GND | (DE-588)106888990X (DE-588)1193185017 |
author_corporate | Clash of Realities (Veranstaltung) Köln |
author_corporate_role | aut |
author_facet | Lorber, Martin 1967- Zimmermann, Felix 1993- Clash of Realities (Veranstaltung) Köln |
author_sort | Clash of Realities (Veranstaltung) Köln |
building | Verbundindex |
bvnumber | BV046928436 |
classification_rvk | AP 15963 NB 3400 NB 8000 |
ctrlnum | (OCoLC)1220892397 (DE-599)DNB1209363615 |
discipline | Allgemeines Soziologie Geschichte |
discipline_str_mv | Allgemeines Soziologie Geschichte |
format | Conference Proceeding Book |
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genre | (DE-588)1071861417 Konferenzschrift 2019 Köln gnd-content |
genre_facet | Konferenzschrift 2019 Köln |
id | DE-604.BV046928436 |
illustrated | Illustrated |
index_date | 2024-07-03T15:33:48Z |
indexdate | 2024-07-10T08:57:45Z |
institution | BVB |
institution_GND | (DE-588)1222575795 |
isbn | 9783837654202 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032337484 |
oclc_num | 1220892397 |
open_access_boolean | |
owner | DE-384 DE-29 DE-19 DE-BY-UBM DE-20 DE-355 DE-BY-UBR DE-11 DE-703 DE-525 |
owner_facet | DE-384 DE-29 DE-19 DE-BY-UBM DE-20 DE-355 DE-BY-UBR DE-11 DE-703 DE-525 |
physical | 280 Seiten Illustrationen 22.5 cm x 14.8 cm, 444 g |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | transcript |
record_format | marc |
series | Studies of digital media culture |
series2 | Studies of digital media culture |
spelling | Clash of Realities (Veranstaltung) 10. 2019 Köln History in Games - Contingencies of an Authentic Past Verfasser (DE-588)1222575795 aut History in games contingencies of an authentic past Martin Lorber, Felix Zimmermann (eds.) Bielefeld transcript [2020] © 2020 280 Seiten Illustrationen 22.5 cm x 14.8 cm, 444 g txt rdacontent n rdamedia nc rdacarrier Studies of digital media culture volume 12 "In 2019, the international conference on the art, technology, and theory of digital games, Clash of Realities - International Conference on the Art, Technology, and Theory of Digital Games, provided for the tenth time the opportunity for interdis-ciplinary exchange and dialogue related to digital games." (Preface and Acknowledgments) Authentizität (DE-588)4193985-2 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Geschichte Motiv (DE-588)4156971-4 gnd rswk-swf Geschichtsdarstellung (DE-588)4210408-7 gnd rswk-swf Games History Memory Culture Media Popular Culture Cultural History Computer Games Digital Media Media Studies (DE-588)1071861417 Konferenzschrift 2019 Köln gnd-content Geschichte Motiv (DE-588)4156971-4 s Computerspiel (DE-588)4010457-6 s DE-604 Geschichtsdarstellung (DE-588)4210408-7 s Authentizität (DE-588)4193985-2 s Lorber, Martin 1967- (DE-588)106888990X edt Zimmermann, Felix 1993- (DE-588)1193185017 edt Erscheint auch als Online-Ausgabe, PDF 978-3-8394-5420-6 Studies of digital media culture volume 12 (DE-604)BV040654472 12 X:MVB http://www.transcript-verlag.de/978-3-8376-5420-2 http://www.sehepunkte.de/2021/12/35880.html rezensiert in: sehepunkte 21 (2021), Nr. 12 Rezension DNB Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000005&line_number=0003&func_code=DB_RECORDS&service_type=MEDIA Klappentext Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000007&line_number=0004&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000009&line_number=0005&func_code=DB_RECORDS&service_type=MEDIA Klappentext Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000011&line_number=0006&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Augsburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=032337484&sequence=000013&line_number=0007&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | History in games contingencies of an authentic past Studies of digital media culture Authentizität (DE-588)4193985-2 gnd Computerspiel (DE-588)4010457-6 gnd Geschichte Motiv (DE-588)4156971-4 gnd Geschichtsdarstellung (DE-588)4210408-7 gnd |
subject_GND | (DE-588)4193985-2 (DE-588)4010457-6 (DE-588)4156971-4 (DE-588)4210408-7 (DE-588)1071861417 |
title | History in games contingencies of an authentic past |
title_auth | History in games contingencies of an authentic past |
title_exact_search | History in games contingencies of an authentic past |
title_exact_search_txtP | History in games contingencies of an authentic past |
title_full | History in games contingencies of an authentic past Martin Lorber, Felix Zimmermann (eds.) |
title_fullStr | History in games contingencies of an authentic past Martin Lorber, Felix Zimmermann (eds.) |
title_full_unstemmed | History in games contingencies of an authentic past Martin Lorber, Felix Zimmermann (eds.) |
title_short | History in games |
title_sort | history in games contingencies of an authentic past |
title_sub | contingencies of an authentic past |
topic | Authentizität (DE-588)4193985-2 gnd Computerspiel (DE-588)4010457-6 gnd Geschichte Motiv (DE-588)4156971-4 gnd Geschichtsdarstellung (DE-588)4210408-7 gnd |
topic_facet | Authentizität Computerspiel Geschichte Motiv Geschichtsdarstellung Konferenzschrift 2019 Köln |
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volume_link | (DE-604)BV040654472 |
work_keys_str_mv | AT clashofrealitiesveranstaltungkoln historyingamescontingenciesofanauthenticpast AT lorbermartin historyingamescontingenciesofanauthenticpast AT zimmermannfelix historyingamescontingenciesofanauthenticpast |
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