394,01 €
437,79 €
-10% with code: EXTRA
Digital Games as History
Digital Games as History
394,01
437,79 €
  • We will send in 10–14 business days.
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 found…
  • Publisher:
  • Year: 2016
  • Pages: 290
  • ISBN-10: 1138841625
  • ISBN-13: 9781138841628
  • Format: 15.8 x 23.4 x 2 cm, hardcover
  • Language: English
  • SAVE -10% with code: EXTRA

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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.

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  • Author: Adam Chapman
  • Publisher:
  • Year: 2016
  • Pages: 290
  • ISBN-10: 1138841625
  • ISBN-13: 9781138841628
  • Format: 15.8 x 23.4 x 2 cm, hardcover
  • Language: English English

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.

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