Playing at war: identity and memory in Civil War video games
"Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surr...
Gespeichert in:
Weitere Verfasser: | , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Baton Rouge
Louisiana State University Press
[2024]
|
Schriftenreihe: | American wars and popular culture
|
Schlagworte: | |
Zusammenfassung: | "Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post-Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation's past"-- |
Beschreibung: | ix, 343 Seiten 23 cm |
ISBN: | 9780807183472 0807182591 9780807182598 0807183474 |
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505 | 8 | |a Scouting the Landscape of Civil War Game Studies --Playing with Accuracy: Research Methodology and Historical Accuracy in Civil War Video Games / Kathleen Logothetis Thompson -- "Itching to Fight": Civil War Video Game Manuals and the Emotions of Playing at War / Katherine L. Brackett -- Modeling "Clean Wars": The Civil War and Second World War in Grand Strategy Games / James Frusetta -- Civil War-Based Game Modifications and Crowdsourced Historical Memory / Stephen J. Edwards and Blakeney K. Hill -- Briefing on Civil War Causation and Gameplay Limitations, 1970s -1990s -- Searching for Indigeneity in The Oregon Trail / John R. Legg -- Interpreting Slavery through Video Games: The Story of Freedom! / Nicholas W. Sacco --Two-Bit History at 8-Bit Speed: Civil War Memory in North & South during the Resurgence of Console Gaming / James Hill Welborn III -- Deployment to the Strategic Hex Grid and First-Person Shooters, 1990s -2000s --Sid Meier's Gettysburg! and Civil War Culture / Patrick A. Lewis -- Party on the Hex Grid: Balancing Authenticity and Fun in Civil War Generals 2 / Christian McWhirter -- The End Boss of the Union: Examining Virtual Fights for Washington, DC, in Civil War Video Games / Jacopo della Quercia and Erzsébet Fazekas -- Combating Flawed Authenticity: The History Channel, A Nation Divided, and Civil War Memory / Charles R. Welsko -- Next-Gen and Online Redeployment in the 2010s -- Race, Slavery, and the United States Colored Troops in Ultimate General: Civil War / David Silkenat and Holly A. Pinheiro Jr. -- What "Rights" Exactly? War of Rights, Education, and Civil War Memory in the Twenty-First Century / Daniel Farrell -- Myth, Memory, and the Civil War's Looming Presence in Call of Juarez: Bound in Blood / Aaron M. Phillips -- Slavery, the Civil War, and Memory in Red Dead Redemption 2 / Jonathan S. Jones | |
520 | 3 | |a "Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post-Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation's past"-- | |
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Datensatz im Suchindex
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adam_text | |
any_adam_object | |
author2 | Lewis, Patrick A. Welborn, James Hill III |
author2_role | edt edt |
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author_GND | (DE-588)1302312340 |
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contents | Scouting the Landscape of Civil War Game Studies --Playing with Accuracy: Research Methodology and Historical Accuracy in Civil War Video Games / Kathleen Logothetis Thompson -- "Itching to Fight": Civil War Video Game Manuals and the Emotions of Playing at War / Katherine L. Brackett -- Modeling "Clean Wars": The Civil War and Second World War in Grand Strategy Games / James Frusetta -- Civil War-Based Game Modifications and Crowdsourced Historical Memory / Stephen J. Edwards and Blakeney K. Hill -- Briefing on Civil War Causation and Gameplay Limitations, 1970s -1990s -- Searching for Indigeneity in The Oregon Trail / John R. Legg -- Interpreting Slavery through Video Games: The Story of Freedom! / Nicholas W. Sacco --Two-Bit History at 8-Bit Speed: Civil War Memory in North & South during the Resurgence of Console Gaming / James Hill Welborn III -- Deployment to the Strategic Hex Grid and First-Person Shooters, 1990s -2000s --Sid Meier's Gettysburg! and Civil War Culture / Patrick A. Lewis -- Party on the Hex Grid: Balancing Authenticity and Fun in Civil War Generals 2 / Christian McWhirter -- The End Boss of the Union: Examining Virtual Fights for Washington, DC, in Civil War Video Games / Jacopo della Quercia and Erzsébet Fazekas -- Combating Flawed Authenticity: The History Channel, A Nation Divided, and Civil War Memory / Charles R. Welsko -- Next-Gen and Online Redeployment in the 2010s -- Race, Slavery, and the United States Colored Troops in Ultimate General: Civil War / David Silkenat and Holly A. Pinheiro Jr. -- What "Rights" Exactly? War of Rights, Education, and Civil War Memory in the Twenty-First Century / Daniel Farrell -- Myth, Memory, and the Civil War's Looming Presence in Call of Juarez: Bound in Blood / Aaron M. Phillips -- Slavery, the Civil War, and Memory in Red Dead Redemption 2 / Jonathan S. Jones |
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series2 | American wars and popular culture |
spelling | Playing at war identity and memory in Civil War video games edited by Patrick A. Lewis and James Hill Welborn III. Identity and memory in Civil War video games Baton Rouge Louisiana State University Press [2024] ©2024 ix, 343 Seiten 23 cm txt rdacontent n rdamedia nc rdacarrier American wars and popular culture Scouting the Landscape of Civil War Game Studies --Playing with Accuracy: Research Methodology and Historical Accuracy in Civil War Video Games / Kathleen Logothetis Thompson -- "Itching to Fight": Civil War Video Game Manuals and the Emotions of Playing at War / Katherine L. Brackett -- Modeling "Clean Wars": The Civil War and Second World War in Grand Strategy Games / James Frusetta -- Civil War-Based Game Modifications and Crowdsourced Historical Memory / Stephen J. Edwards and Blakeney K. Hill -- Briefing on Civil War Causation and Gameplay Limitations, 1970s -1990s -- Searching for Indigeneity in The Oregon Trail / John R. Legg -- Interpreting Slavery through Video Games: The Story of Freedom! / Nicholas W. Sacco --Two-Bit History at 8-Bit Speed: Civil War Memory in North & South during the Resurgence of Console Gaming / James Hill Welborn III -- Deployment to the Strategic Hex Grid and First-Person Shooters, 1990s -2000s --Sid Meier's Gettysburg! and Civil War Culture / Patrick A. Lewis -- Party on the Hex Grid: Balancing Authenticity and Fun in Civil War Generals 2 / Christian McWhirter -- The End Boss of the Union: Examining Virtual Fights for Washington, DC, in Civil War Video Games / Jacopo della Quercia and Erzsébet Fazekas -- Combating Flawed Authenticity: The History Channel, A Nation Divided, and Civil War Memory / Charles R. Welsko -- Next-Gen and Online Redeployment in the 2010s -- Race, Slavery, and the United States Colored Troops in Ultimate General: Civil War / David Silkenat and Holly A. Pinheiro Jr. -- What "Rights" Exactly? War of Rights, Education, and Civil War Memory in the Twenty-First Century / Daniel Farrell -- Myth, Memory, and the Civil War's Looming Presence in Call of Juarez: Bound in Blood / Aaron M. Phillips -- Slavery, the Civil War, and Memory in Red Dead Redemption 2 / Jonathan S. Jones "Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post-Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations. Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation's past"-- Geschichte gnd rswk-swf Sezessionskrieg 1861-1865, Motiv (DE-588)4208546-9 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf USA (DE-588)4078704-7 gnd rswk-swf War video games / United States United States / History / Civil War, 1861-1865 / Campaigns / Video games United States / History / Civil War, 1861-1865 / Computer simulation United States / History / Civil War, 1861-1865 / Historiography United States / History / Civil War, 1861-1865 / Influence United States / In popular culture Lost Cause mythology Jeux vidéo de guerre / États-Unis États-Unis / Histoire / 1861-1865 (Guerre de Sécession) / Historiographie (DE-588)4143413-4 Aufsatzsammlung gnd-content USA (DE-588)4078704-7 g Sezessionskrieg 1861-1865, Motiv (DE-588)4208546-9 s Videospiel (DE-588)4063465-6 s Geschichte z DE-604 Lewis, Patrick A. edt Welborn, James Hill III (DE-588)1302312340 edt Erscheint auch als Online-Ausgabe, EPUB 978-0-8071-8346-5 Erscheint auch als Online-Ausgabe, PDF 978-0-8071-8345-8 |
spellingShingle | Playing at war identity and memory in Civil War video games Scouting the Landscape of Civil War Game Studies --Playing with Accuracy: Research Methodology and Historical Accuracy in Civil War Video Games / Kathleen Logothetis Thompson -- "Itching to Fight": Civil War Video Game Manuals and the Emotions of Playing at War / Katherine L. Brackett -- Modeling "Clean Wars": The Civil War and Second World War in Grand Strategy Games / James Frusetta -- Civil War-Based Game Modifications and Crowdsourced Historical Memory / Stephen J. Edwards and Blakeney K. Hill -- Briefing on Civil War Causation and Gameplay Limitations, 1970s -1990s -- Searching for Indigeneity in The Oregon Trail / John R. Legg -- Interpreting Slavery through Video Games: The Story of Freedom! / Nicholas W. Sacco --Two-Bit History at 8-Bit Speed: Civil War Memory in North & South during the Resurgence of Console Gaming / James Hill Welborn III -- Deployment to the Strategic Hex Grid and First-Person Shooters, 1990s -2000s --Sid Meier's Gettysburg! and Civil War Culture / Patrick A. Lewis -- Party on the Hex Grid: Balancing Authenticity and Fun in Civil War Generals 2 / Christian McWhirter -- The End Boss of the Union: Examining Virtual Fights for Washington, DC, in Civil War Video Games / Jacopo della Quercia and Erzsébet Fazekas -- Combating Flawed Authenticity: The History Channel, A Nation Divided, and Civil War Memory / Charles R. Welsko -- Next-Gen and Online Redeployment in the 2010s -- Race, Slavery, and the United States Colored Troops in Ultimate General: Civil War / David Silkenat and Holly A. Pinheiro Jr. -- What "Rights" Exactly? War of Rights, Education, and Civil War Memory in the Twenty-First Century / Daniel Farrell -- Myth, Memory, and the Civil War's Looming Presence in Call of Juarez: Bound in Blood / Aaron M. Phillips -- Slavery, the Civil War, and Memory in Red Dead Redemption 2 / Jonathan S. Jones Sezessionskrieg 1861-1865, Motiv (DE-588)4208546-9 gnd Videospiel (DE-588)4063465-6 gnd |
subject_GND | (DE-588)4208546-9 (DE-588)4063465-6 (DE-588)4078704-7 (DE-588)4143413-4 |
title | Playing at war identity and memory in Civil War video games |
title_alt | Identity and memory in Civil War video games |
title_auth | Playing at war identity and memory in Civil War video games |
title_exact_search | Playing at war identity and memory in Civil War video games |
title_full | Playing at war identity and memory in Civil War video games edited by Patrick A. Lewis and James Hill Welborn III. |
title_fullStr | Playing at war identity and memory in Civil War video games edited by Patrick A. Lewis and James Hill Welborn III. |
title_full_unstemmed | Playing at war identity and memory in Civil War video games edited by Patrick A. Lewis and James Hill Welborn III. |
title_short | Playing at war |
title_sort | playing at war identity and memory in civil war video games |
title_sub | identity and memory in Civil War video games |
topic | Sezessionskrieg 1861-1865, Motiv (DE-588)4208546-9 gnd Videospiel (DE-588)4063465-6 gnd |
topic_facet | Sezessionskrieg 1861-1865, Motiv Videospiel USA Aufsatzsammlung |
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