000 -LEADER |
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02014nam a22002537a 4500 |
003 - CONTROL NUMBER IDENTIFIER |
control field |
IN-MiVU |
005 - DATE AND TIME OF LATEST TRANSACTION |
control field |
20211206163253.0 |
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS |
fixed length control field |
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007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION |
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008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION |
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211202s2019 xxk|||||o|||||||||| eng|d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781315157351 ( e book ) |
040 ## - CATALOGING SOURCE |
Original cataloging agency |
Main |
Language of cataloging |
eng |
Transcribing agency |
IN-MiVU |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Edition number |
21 |
Classification number |
794.8 |
Item number |
WAI/V |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Wainwright, A. Martin |
245 10 - TITLE STATEMENT |
Title |
Virtual history : |
Remainder of title |
how videogames portray the past [ electronic resource ] / |
Statement of responsibility, etc. |
by A. Martin wainwright. |
260 3# - PUBLICATION, DISTRIBUTION, ETC. |
Place of publication, distribution, etc. |
London: |
Name of publisher, distributor, etc. |
Routledge, |
Date of publication, distribution, etc. |
2019. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
Online resource |
520 ## - SUMMARY, ETC. |
Summary, etc. |
Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history.<br/><br/>The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective.<br/><br/>Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames. |
653 #0 - INDEX TERM--UNCONTROLLED |
Uncontrolled term |
VIDEO GAMES -- SOCIAL ASPECTS |
653 #0 - INDEX TERM--UNCONTROLLED |
Uncontrolled term |
VIDEO GAMES -- DESIGN |
655 #7 - INDEX TERM--GENRE/FORM |
Genre/form data or focus term |
Electronic book |
856 40 - ELECTRONIC LOCATION AND ACCESS |
Uniform Resource Identifier |
<a href="https://doi.org/10.4324/9781315157351">https://doi.org/10.4324/9781315157351</a> |
Link text |
https://doi.org/10.4324/9781315157351 |
Public note |
View to ckick |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Source of classification or shelving scheme |
|
Koha item type |
E-Book |