Online Public Access Catalogue (OPAC)
Central Library - Vidyasagar University

“Education does not only mean learning, reading, writing, and arithmetic,

it should provide a comprehensive knowledge”

-Ishwarchandra Vidyasagar


Virtual history : (Record no. 59748)

000 -LEADER
fixed length control field 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 m|||||o||d| 00| 0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr |||||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 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 The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way,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
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Permanent Location Current Location Date acquired Coded location qualifier Full call number Barcode Date last seen Uniform Resource Identifier Price effective from Koha item type Public note
          Central Library WWW 2021-10-25 IN-MiVU 794.8 WAI/V EB710 2021-12-02 IN-MiVU 2021-12-02 E-Book Humanities

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