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020 _a9781315157351 ( e book )
040 _aMain
_beng
_cIN-MiVU
082 0 4 _221
_a794.8
_bWAI/V
100 1 _aWainwright, A. Martin
245 1 0 _aVirtual history :
_bhow videogames portray the past [ electronic resource ] /
_cby A. Martin wainwright.
260 3 _aLondon:
_bRoutledge,
_c2019.
300 _aOnline resource
520 _aVirtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. 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 The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way,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. 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 _aVIDEO GAMES -- SOCIAL ASPECTS
653 0 _aVIDEO GAMES -- DESIGN
655 7 _aElectronic book
856 4 0 _uhttps://doi.org/10.4324/9781315157351
_yhttps://doi.org/10.4324/9781315157351
_zView to ckick
942 _2ddc
_cEB