History in games :: contingencies of an authentic past /
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 Al...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Bielefeld :
Transcipt Verlag,
2020.
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Schriftenreihe: | Bild und Bit. Studien zur digitalen Medienkultur.
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | 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. |
Beschreibung: | 1 online resource |
ISBN: | 9783839454206 3839454204 |
Internformat
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505 | 0 | |a Cover -- Table of Contents -- Preface and Acknowledgments -- Introduction -- History as told by the Game -- Quarry -- Playground -- Brand -- Why History in Digital Games matters -- Social Practices of History in Digital Possibility Spaces -- Tracing the Past with Digital Games -- Authenticity in and of History -- 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 -- The Politics of Authenticity -- If it's a fantasy world, why bother trying to make it realistic? | |
505 | 8 | |a How to Get Away with Colonialism -- Toying with History -- You Do Have Responsibility! -- Contributors | |
520 | |a 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. | ||
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adam_text | |
any_adam_object | |
author | Lorber, Martin |
author2 | Zimmermann, Felix |
author2_role | |
author2_variant | f z fz |
author_GND | http://id.loc.gov/authorities/names/n2011022693 http://id.loc.gov/authorities/names/no2006041316 |
author_facet | Lorber, Martin Zimmermann, Felix |
author_role | |
author_sort | Lorber, Martin |
author_variant | m l ml |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | G - Geography, Anthropology, Recreation |
callnumber-label | GV1469 |
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callnumber-search | GV1469.34.S52 L67 2020 GV1469.15 |
callnumber-sort | GV 41469.34 S52 L67 42020 |
callnumber-subject | GV - Leisure and Recreation |
collection | ZDB-4-EBA |
contents | Cover -- Table of Contents -- Preface and Acknowledgments -- Introduction -- History as told by the Game -- Quarry -- Playground -- Brand -- Why History in Digital Games matters -- Social Practices of History in Digital Possibility Spaces -- Tracing the Past with Digital Games -- Authenticity in and of History -- 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 -- The Politics of Authenticity -- If it's a fantasy world, why bother trying to make it realistic? How to Get Away with Colonialism -- Toying with History -- You Do Have Responsibility! -- Contributors |
ctrlnum | (OCoLC)1202467420 |
dewey-full | 794.8 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport |
format | Electronic eBook |
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genre | Electronic books. History fast |
genre_facet | Electronic books. History |
id | ZDB-4-EBA-on1202467420 |
illustrated | Not Illustrated |
indexdate | 2024-10-25T15:50:55Z |
institution | BVB |
isbn | 9783839454206 3839454204 |
language | English |
oclc_num | 1202467420 |
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physical | 1 online resource |
psigel | ZDB-4-EBA |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Transcipt Verlag, |
record_format | marc |
series | Bild und Bit. Studien zur digitalen Medienkultur. |
series2 | Bild und Bit. Studien zur digitalen Medienkultur ; |
spelling | Lorber, Martin. http://id.loc.gov/authorities/names/n2011022693 History in games : contingencies of an authentic past / Martin Lorber, Felix Zimmerman (eds.) Bielefeld : Transcipt Verlag, 2020. 1 online resource text txt rdacontent computer c rdamedia online resource cr rdacarrier Bild und Bit. Studien zur digitalen Medienkultur ; v. 12 Cover -- Table of Contents -- Preface and Acknowledgments -- Introduction -- History as told by the Game -- Quarry -- Playground -- Brand -- Why History in Digital Games matters -- Social Practices of History in Digital Possibility Spaces -- Tracing the Past with Digital Games -- Authenticity in and of History -- 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 -- The Politics of Authenticity -- If it's a fantasy world, why bother trying to make it realistic? How to Get Away with Colonialism -- Toying with History -- You Do Have Responsibility! -- Contributors 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. Computer games Social aspects. Civilization History. http://id.loc.gov/authorities/subjects/sh85026424 Digital media. http://id.loc.gov/authorities/subjects/sh98006600 Electronic books. http://id.loc.gov/authorities/subjects/sh93007047 Civilisation Histoire. Médias numériques. Livres numériques. e-books. aat SOCIAL SCIENCE Media Studies. bisacsh SOCIAL SCIENCE / Media Studies bisacsh Civilization fast Computer games Social aspects fast Digital media fast Electronic books. History fast Zimmermann, Felix. http://id.loc.gov/authorities/names/no2006041316 has work: History in games (Text) https://id.oclc.org/worldcat/entity/E39PCFWbD3KjyGYWvcJxX9y883 https://id.oclc.org/worldcat/ontology/hasWork Print version: Lorber, Martin. History in Games : Contingencies of an Authentic Past. Bielefeld : Transcipt Verlag, ©2020 9783837654202 Bild und Bit. Studien zur digitalen Medienkultur. FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2661301 Volltext CBO01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2661301 Volltext |
spellingShingle | Lorber, Martin History in games : contingencies of an authentic past / Bild und Bit. Studien zur digitalen Medienkultur. Cover -- Table of Contents -- Preface and Acknowledgments -- Introduction -- History as told by the Game -- Quarry -- Playground -- Brand -- Why History in Digital Games matters -- Social Practices of History in Digital Possibility Spaces -- Tracing the Past with Digital Games -- Authenticity in and of History -- 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 -- The Politics of Authenticity -- If it's a fantasy world, why bother trying to make it realistic? How to Get Away with Colonialism -- Toying with History -- You Do Have Responsibility! -- Contributors Computer games Social aspects. Civilization History. http://id.loc.gov/authorities/subjects/sh85026424 Digital media. http://id.loc.gov/authorities/subjects/sh98006600 Electronic books. http://id.loc.gov/authorities/subjects/sh93007047 Civilisation Histoire. Médias numériques. Livres numériques. e-books. aat SOCIAL SCIENCE Media Studies. bisacsh SOCIAL SCIENCE / Media Studies bisacsh Civilization fast Computer games Social aspects fast Digital media fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85026424 http://id.loc.gov/authorities/subjects/sh98006600 http://id.loc.gov/authorities/subjects/sh93007047 |
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_full | History in games : contingencies of an authentic past / Martin Lorber, Felix Zimmerman (eds.) |
title_fullStr | History in games : contingencies of an authentic past / Martin Lorber, Felix Zimmerman (eds.) |
title_full_unstemmed | History in games : contingencies of an authentic past / Martin Lorber, Felix Zimmerman (eds.) |
title_short | History in games : |
title_sort | history in games contingencies of an authentic past |
title_sub | contingencies of an authentic past / |
topic | Computer games Social aspects. Civilization History. http://id.loc.gov/authorities/subjects/sh85026424 Digital media. http://id.loc.gov/authorities/subjects/sh98006600 Electronic books. http://id.loc.gov/authorities/subjects/sh93007047 Civilisation Histoire. Médias numériques. Livres numériques. e-books. aat SOCIAL SCIENCE Media Studies. bisacsh SOCIAL SCIENCE / Media Studies bisacsh Civilization fast Computer games Social aspects fast Digital media fast |
topic_facet | Computer games Social aspects. Civilization History. Digital media. Electronic books. Civilisation Histoire. Médias numériques. Livres numériques. e-books. SOCIAL SCIENCE Media Studies. SOCIAL SCIENCE / Media Studies Civilization Computer games Social aspects Digital media History |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2661301 |
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