

How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers... Read More
Description
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
Details
- Price: $21.99
- Pages: 230
- Publisher: De Gruyter
- Imprint: De Gruyter Oldenbourg
- Series: Video Games and the Humanities
- Publication Date: 4th November 2024
- Illustration Note: 9 col. ill.
- ISBN: 9783111631868
- Format: Paperback
- BISACs:
HISTORY / Study & Teaching
HISTORY / General
GAMES / Video & Electronic
Author Bio
How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game’s history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games.
- Price: $21.99
- Pages: 230
- Publisher: De Gruyter
- Imprint: De Gruyter Oldenbourg
- Series: Video Games and the Humanities
- Publication Date: 4th November 2024
- Illustrations Note: 9 col. ill.
- ISBN: 9783111631868
- Format: Paperback
- BISACs:
HISTORY / Study & Teaching
HISTORY / General
GAMES / Video & Electronic