000694853 000__ 04986cam\a2200361\i\4500 000694853 001__ 694853 000694853 005__ 20210515093728.0 000694853 008__ 131104s2013\\\\nyua\\\\\\\\\\001\0\eng\\ 000694853 010__ $$a 2013029984 000694853 019__ $$a830369957$$a830369958 000694853 020__ $$a9781623567286$$qpaperback 000694853 020__ $$a1623567289$$qpaperback 000694853 020__ $$a9781623566142$$qhardcover 000694853 020__ $$a1623566142$$qhardcover 000694853 035__ $$a(OCoLC)ocn839395603 000694853 040__ $$aDLC$$beng$$erda$$cDLC$$dYDX$$dBTCTA$$dBDX$$dUKMGB$$dJHE$$dYDXCP$$dCDX$$dZVP$$dOCLCF 000694853 042__ $$apcc 000694853 049__ $$aISEA 000694853 05000 $$aD16.255.S5$$bP53 2013 000694853 08200 $$a793.93/2$$223 000694853 24500 $$aPlaying with the past :$$bdigital games and the simulation of history /$$cedited by Matthew Wilhelm Kapell and Andrew B.R. Elliott. 000694853 264_1 $$aNew York :$$bBloomsbury Academic,$$c2013. 000694853 300__ $$axi, 388 pages :$$billustrations ;$$c23 cm 000694853 336__ $$atext$$2rdacontent 000694853 337__ $$aunmediated$$2rdamedia 000694853 338__ $$avolume$$2rdacarrier 000694853 504__ $$aIncludes and bibliographical references and index. 000694853 5050_ $$aIntroduction: to build a past that will "stand the test of time": discovering historical facts, assembling historical narratives / Andrew B.R. Elliott and Matthew Wilhelm Kapell -- The same river twice: historical representation and the value of simulation in the Total War, Civilization, and Patrician franchises / Rolfe Daus Peterson, Andrew Justin Miller, and Sean Joseph Fedorko -- What is "old" in video games? / Dan Reynolds -- Affording history: Civilization and the ecological approach / Adam Chapman -- Phantasms of Rome: video games and cultural identity / Emily Joy Bembeneck -- Modeling indigenous peoples: unpacking ideology in Sid Meier's Colonization / Rebecca Mir and Trevor Owens -- Dominance and the Aztec empire: representations in Age of Empires II and Medieval II: Total War / Joshua D. Holdenried with Nicolas Trépanier -- Historical novel revived: the heyday of Romance of the Three Kingdoms role-playing games / Hyuk-chan Kwon -- Falling in love with history: Japanese girls' Otome sexuality and queering historical imagination / Kazumi Hasegawa -- Selective authenticity and the playable past / Andrew J. Salvati and Jonathan M. Bullinger -- The strange attraction of simulation: realism, authenticity, virtuality / Josef Köstlbauer -- Modding the historians' code: historical verisimilitude and the counterfactual imagination / Tom Apperley -- Modding as digital reenactment: a case study of the Battlefield series / Gareth Crabtree -- Historical veneers: anachronism, simulation, and art history in Assassin's Creed II / Douglas N. Dow -- "This game of sudden death": simulating air combat of the first World War/ Andrew Wackerfuss -- "The reality behind it all is very true": Call of Duty: Black Ops and the remembrance of the Cold War / Clemens Reisner -- Refighting the Cold War: video games and speculative history / Marcus Schulzke -- Strategic digital defense: video games and Reagan's 'Star Wars' program, 1980-1987 / William M. Knoblauch -- Fallout and yesterday's impossible tomorrow / Joseph A. November -- Irony and American historical consciousness in Fallout 3 / Tom Cutterham -- The historical conception of biohazard in Biohazard/Resident Evil / Robert Mejia and Ryuta Komaki -- The struggle with gnosis: ancient religion and future technology in the Xenosaga series / Erin Evans -- Conclusion(s): playing at true myths, engaging with authentic histories / Matthew Wilhelm Kapell and Andrew B.R. Elliott. 000694853 520__ $$a"Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future. What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself"--$$cProvided by publisher. 000694853 650_0 $$aHistory$$xStudy and teaching$$xSimulation methods. 000694853 650_0 $$aElectronic games. 000694853 7001_ $$aKapell, Matthew,$$eeditor of compilation. 000694853 7001_ $$aElliott, Andrew B. R. 000694853 85200 $$bgen$$hD16.255.S5$$iP53$$i2013 000694853 909CO $$ooai:library.usi.edu:694853$$pGLOBAL_SET 000694853 980__ $$aBIB 000694853 980__ $$aBOOK