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001 289033
003 IT-RoAPU
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006 m|||||o||d||||||||
007 cr || ||||||||
008 221201t20202020gw fo d z eng d
020 _a9783837654202
_qprint
020 _a9783839454206
_qPDF
024 7 _a10.1515/9783839454206
_2doi
035 _a(DE-B1597)9783839454206
035 _a(DE-B1597)563123
035 _a(OCoLC)1202467420
040 _aDE-B1597
_beng
_cDE-B1597
_erda
072 7 _aSOC052000
_2bisacsh
084 _aonline - DeGruyter
245 0 0 _aHistory in Games :
_bContingencies of an Authentic Past /
_ced. by Felix Zimmermann, Martin Lorber.
264 1 _aBielefeld :
_btranscript Verlag,
_c[2020]
264 4 _c©2020
300 _a1 online resource (284 p.)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 0 _aBild und Bit ;
_v12
505 0 0 _tFrontmatter --
_tTable of Contents --
_tPreface and Acknowledgments --
_tIntroduction --
_tHistory as told by the Game --
_tQuarry - Playground - Brand --
_tWhy History in Digital Games matters --
_tSocial Practices of History in Digital Possibility Spaces --
_tTracing the Past with Digital Games --
_tAuthenticity in and of History --
_tHistory in Video Games and the Craze for the Authentic --
_tCrusading Icons --
_tThe Auteur and the 80s Mixtape --
_tQueer Authenticity in the History of Games --
_tThe Politics of Authenticity --
_t"If it's a fantasy world, why bother trying to make it realistic?" Constructing and Debating the Middle Ages of THE WITCHER 3: WILD HUNT --
_tHow to Get Away with Colonialism --
_tToying with History --
_tYou Do Have Responsibility! --
_tContributors
506 0 _arestricted access
_uhttp://purl.org/coar/access_right/c_16ec
_fonline access with authorization
_2star
520 _aWhere do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.
538 _aMode of access: Internet via World Wide Web.
546 _aIn English.
588 0 _aDescription based on online resource; title from PDF title page (publisher's Web site, viewed 01. Dez 2022)
650 0 _aCivilization
_xHistory.
650 0 _aComputer games
_xSocial aspects.
650 0 _aDigital media.
650 4 _aComputer Games.
650 4 _aCultural History.
650 4 _aDigital Media.
650 4 _aGames.
650 4 _aHistory.
650 4 _aMedia Studies.
650 4 _aMedia.
650 4 _aMemory Culture.
650 4 _aPopular Culture.
650 7 _aSOCIAL SCIENCE / Media Studies.
_2bisacsh
653 _aComputer Games.
653 _aCultural History.
653 _aDigital Media.
653 _aGames.
653 _aHistory.
653 _aMedia Studies.
653 _aMedia.
653 _aMemory Culture.
653 _aPopular Culture.
700 1 _aBrandenburg, Aurelia
_eautore
700 1 _aBrandis, Rüdiger
_eautore
700 1 _aElliott, Andrew B.R.
_eautore
700 1 _aFriedrich, Jörg
_eautore
700 1 _aHorswell, Mike
_eautore
700 1 _aIvănescu, Andra
_eautore
700 1 _aKeilbart, Lara
_eautore
700 1 _aLorber, Martin
_eautore
_ecuratore
700 1 _aMol, Angus A. A.
_eautore
700 1 _aNolden, Nico
_eautore
700 1 _aPfister, Eugen
_eautore
700 1 _aSchwarz, Angela
_eautore
700 1 _aWinnerling, Tobias
_eautore
700 1 _aZimmermann, Felix
_eautore
_ecuratore
850 _aIT-RoAPU
856 4 0 _uhttps://doi.org/10.1515/9783839454206?locatt=mode:legacy
856 4 0 _uhttps://www.degruyter.com/isbn/9783839454206
856 4 2 _3Cover
_uhttps://www.degruyter.com/document/cover/isbn/9783839454206/original
942 _cEB
999 _c289033
_d289033