Return to the Interactive Past

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Publisher :
ISBN 13 : 9789088909122
Total Pages : 200 pages
Book Rating : 4.21/5 ( download)

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Book Synopsis Return to the Interactive Past by : Csilla E. Ariese-Vandemeulebroucke

Download or read book Return to the Interactive Past written by Csilla E. Ariese-Vandemeulebroucke and published by . This book was released on 2020 with total page 200 pages. Available in PDF, EPUB and Kindle. Book excerpt: A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past (2017), the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

The Interactive Past

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Publisher :
ISBN 13 : 9789088904363
Total Pages : 0 pages
Book Rating : 4.67/5 ( download)

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Book Synopsis The Interactive Past by : Angus A. A. Mol

Download or read book The Interactive Past written by Angus A. A. Mol and published by . This book was released on 2017 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

National Geographic History Book

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Publisher : National Geographic Books
ISBN 13 : 1426206798
Total Pages : 188 pages
Book Rating : 4.95/5 ( download)

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Book Synopsis National Geographic History Book by : Marcus Cowper

Download or read book National Geographic History Book written by Marcus Cowper and published by National Geographic Books. This book was released on 2011-10-18 with total page 188 pages. Available in PDF, EPUB and Kindle. Book excerpt: A chronological journey through world history from the beginnings of man becomes interactive with reproductions of historical documents, including pages from the Gutenberg Bible, William Shakespeare's will, and blueprints for the Titanic.

Ellis Island

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Publisher : Capstone
ISBN 13 : 1476502536
Total Pages : 113 pages
Book Rating : 4.33/5 ( download)

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Book Synopsis Ellis Island by : Michael Burgan

Download or read book Ellis Island written by Michael Burgan and published by Capstone. This book was released on 2013 with total page 113 pages. Available in PDF, EPUB and Kindle. Book excerpt: You choose which path you would take if you were an immigrant arriving at Ellis Island.

World War II

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Publisher : Capstone Classroom
ISBN 13 : 142963457X
Total Pages : 113 pages
Book Rating : 4.71/5 ( download)

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Book Synopsis World War II by : Elizabeth Raum

Download or read book World War II written by Elizabeth Raum and published by Capstone Classroom. This book was released on 2009 with total page 113 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Describes the events of World War II and explains the significance of the war today. The reader's choices reveal the historical details from the perspective of a member of the Dutch resistance, a Canadian soldier, and an American soldier"--Provided by publisher.

Rockstar Games and American History

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110716615
Total Pages : 282 pages
Book Rating : 4.10/5 ( download)

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Book Synopsis Rockstar Games and American History by : Esther Wright

Download or read book Rockstar Games and American History written by Esther Wright and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-08-22 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: For two decades, Rockstar Games have been making games that interrogate and represent the idea of America, past and present. Commercially successful, fan-beloved, and a frequent source of media attention, Rockstar’s franchises are positioned as not only game-changing, ground-breaking interventions in the games industry, but also as critical, cultural histories on America and its excesses. But what does Rockstar’s version of American history look like, and how is it communicated through critically acclaimed titles like Red Dead Redemption (2010) and L.A. Noire (2011)? By combining analysis of Rockstar’s games and a range of official communications and promotional materials, this book offers critical discussion of Rockstar as a company, their video games, and ultimately, their attempts at creating new narratives about U.S. history and culture. It explores the ways in which Rockstar’s brand identity and their titles coalesce to create a new kind of video game history, how promotional materials work to claim the "authenticity" of these products, and assert the authority of game developers to perform the role of historian. By working at the intersection of historical game studies, U.S. history, and film and media studies, this book explores what happens when contemporary demands for historical authenticity are brought to bear on the way we envisage the past –– and whose past it is deemed to be. Ultimately, this book implores those who research historical video games to consider the oft-forgotten sources at the margins of these games as importance spaces where historical meaning is made and negotiated.

The Routledge Handbook of Archaeology and the Media in the 21st Century

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Publisher : Taylor & Francis
ISBN 13 : 1040023045
Total Pages : 515 pages
Book Rating : 4.44/5 ( download)

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Book Synopsis The Routledge Handbook of Archaeology and the Media in the 21st Century by : Lorna-Jane Richardson

Download or read book The Routledge Handbook of Archaeology and the Media in the 21st Century written by Lorna-Jane Richardson and published by Taylor & Francis. This book was released on 2024-06-20 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Archaeology and the Media in the 21st Century presents diverse international perspectives on what it means to be an archaeologist and to conduct archaeological research in the age of digital and mobile media. This volume analyses the present‐day use of new and old media by professional and academic archaeology for leisure, academic study and/or public engagement, and attempts to provide a broad survey of the use of media in a wider global archaeological context. It features work on traditional paper media, radio, podcasting, film, television, contemporary art, photography, video games, mobile technology, 3D image capture, digitization and social media. Themes explored include archaeology and traditional media, archaeology in a digital age, archaeology in a post‐truth era and the future of archaeology. Such comprehensive coverage has not been seen before, and the focus on 21st‐century concerns and media consumption practices provides an innovative and original approach. The Routledge Handbook of Archaeology and the Media in the 21st Century updates the interdisciplinary field of media studies in archaeology and will appeal to students and researchers in multiple fields including contemporary, public, digital, and media archaeology, and heritage studies and management. Television and film producers, writers and presenters of cultural heritage will also benefit from the many entanglements shared here between archaeology and the contemporary media landscape.

Teaching the Middle Ages through Modern Games

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Publisher : Walter de Gruyter GmbH & Co KG
ISBN 13 : 3110712032
Total Pages : 314 pages
Book Rating : 4.32/5 ( download)

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Book Synopsis Teaching the Middle Ages through Modern Games by : Robert Houghton

Download or read book Teaching the Middle Ages through Modern Games written by Robert Houghton and published by Walter de Gruyter GmbH & Co KG. This book was released on 2022-10-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

World War II Infantrymen

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Publisher : Capstone
ISBN 13 : 1429699647
Total Pages : 113 pages
Book Rating : 4.48/5 ( download)

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Book Synopsis World War II Infantrymen by : Steven Otfinoski

Download or read book World War II Infantrymen written by Steven Otfinoski and published by Capstone. This book was released on 2013 with total page 113 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Describes the role infantryman played during World War II. Readers' choices reveal various historical details"--Provided by publisher.

Playing the Middle Ages

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Publisher : Bloomsbury Publishing
ISBN 13 : 1350242896
Total Pages : 289 pages
Book Rating : 4.90/5 ( download)

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Book Synopsis Playing the Middle Ages by : Robert Houghton

Download or read book Playing the Middle Ages written by Robert Houghton and published by Bloomsbury Publishing. This book was released on 2023-08-24 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Middle Ages have provided rich source material for physical and digital games from Dungeons and Dragons to Assassin's Creed. This volume addresses the many ways in which different formats and genre of games represent the period. It considers the restrictions placed on these representations by the mechanical and gameplay requirements of the medium and by audience expectations of these products and the period, highlighting innovative attempts to overcome these limitations through game design and play. Playing the Middle Ages considers a number of important and timely issues within the field including: one, the connection between medieval games and political nationalistic rhetoric; two, trends in the presentation of religion, warfare and other aspects of medieval society and their connection to modern culture; three, the problematic representations of race; and four, the place of gender and sexuality within these games and the broader gaming community. The book draws on the experience of a wide-ranging and international group of academics across disciplines and from games designers. Through this combination of expertise, it provides a unique perspective on the representation of the Middle Ages in modern games and drives key discussions in the fields of history and game design.