Early Modernity and Video Games
Tobias Winnerling, Florian Kerschbaumer
Cambridge Scholars Publishing, Jun 26, 2014 - History - 265 pages
We cannot think of modern society without also thinking of video games. And we cannot think of video games without thinking of history either. Games that deal with history are sold in ever-increasing numbers, striving to create increasingly lively images of things past. For the science of history, this means that the presentation of historical content in such games has to be questioned, as well as the conceptions of history they embody. How do games create the feeling that they portray a past acceptable to their players? Do these popular representations of history intersect with academic narratives, or not? While a considerable body of work on similar questions already exists, both for medieval history as well as for those games dealing with the 20th century, early modernity has not yet been treated in this context. As many games draw their imagery – perhaps their success, too? – from the years between 1450 and 1815, it is to their understanding that this volume is dedicated. The contributions encompass a wide range of subjects and games, from Age of Empires to Assassin’s Creed, from Critical Discourse Analysis to Ludology. One aim unites them, namely an understanding of what happens when video games encounter early modernity.
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Accessed action AGE OF EMPIRES Altaïr analysis architecture parlante aspects ASSASSIN’S CREED series authenticity battles become BROTHERS IN ARMS buildings century challenges character civilisation CIVILIZATION series combat complex Computerspiel concept construction context create Creative Assembly cultural depiction Desmond digital game discourse DXHR early modern economic simulation games elements example experience Ezio fictional film Firaxis function game architecture game designers game mechanics game studies game world game’s gameplay gamer genre Geschichte historical setting HUMAN REVOLUTION ibid images immersion important in-game knowledge means medieval medium MicroProse movie narration narrative Nathaniel Black nations Nohr off-screen space Paradox Interactive past perspective play player political popular production question realism reality Renaissance representation rules SAVING PRIVATE RYAN Schwarz sequence spatial specific Square Enix story strategy games structure theme TOTAL TOTAL WAR Transhumanism Transhumanist Ubisoft Montreal video games Videogames virtual visual World War shooters Youtube.com