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History in Games Contingencies of an Authentic Past Martin Lorber, Felix Zimmermann
- Format:
- Book
- Series:
- Bild und Bit ; volume 12.
- Bild und Bit. Studien zur digitalen Medienkultur
- Language:
- English
- Subjects (All):
- Authenticity.
- Games.
- History.
- Memory Culture.
- Media.
- Popular Culture.
- Cultural History.
- Computer Games.
- Digital Media.
- Media Studies.
- Local Subjects:
- Authenticity.
- Games.
- History.
- Memory Culture.
- Media.
- Popular Culture.
- Cultural History.
- Computer Games.
- Digital Media.
- Media Studies.
- Physical Description:
- 1 online resource (284 p.)
- Edition:
- 1st ed.
- Other Title:
- Lorber/Zimmermann (eds.), History in Games Contingencies of an Authentic Past
- Place of Publication:
- Bielefeld transcript Verlag 2020
- Language Note:
- In English.
- Biography/History:
- Martin Lorber (M.A.) studied musicology, philosophy and anthropology at the University of Cologne. He is co-founder of the Clash of Realities conference and teaches at the University of Cologne.
- Felix Zimmermann (M.A.) is a doctoral candidate at the a.r.t.e.s. Graduate School for the Humanities Cologne. His research focuses on experience-based engagements with the past and especially on the atmospheric potential of digital games and its implications for questions of authenticity. He is a member of the group »Geschichtswissenschaft und Digitale Spiele« (AKGWDS).
- Summary:
- Where 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.
- »In sum then, this is a hugely important volume which represents a confluence of ideas and disciplines around a timely and significant theme. The chapters are impressive in their breadth and innovation and the editors do incredibly well to present such a multitude of perspectives from within and outside the academy and from across linguistic boundaries.«
- Besprochen in:https://gespielt.hypotheses.org, 02.08.2023
- »Als Gesamtwerk führt [das Buch] alle derzeit diskutierten Aspekte des Themas Authentizität von historischen Inhalten in digitalen Spielen übersichtlich zusammen.«
- »Ein abwechslungsreiches und höchstspannendes Buch mit einer heterogenen und damit vielseitigen Zusammensetzung unterschiedlicher Perspektiven.«
- »Durch die Ausdifferenzierung des Konzepts ›Authentizität‹ und die unterschiedlichen vorgestellten Zugänge zeigen sich zahlreiche neue Forschungsperspektiven und -fragen. Damit leistet der Band einen wichtigen interdisziplinären Beitrag zu Forschungsinteressen der Games Studies und der Geschichtswissenschaft.«
- »Der Band [ist] Leser:innen zu empfehlen, die auf der Suche nach neuen Zugängen (z.B. Nolden) und exemplarischen Fallstudien (z.B. Brandenburg) zum großen Themenbereich von Authentizität und Geschichte sind. Lobenswert ist im Weiteren zudem, dass der Band aufzeigt, dass eine zukünftige historische Beschäftigung mit digitalen Spielen mehr nach der Erzeugung von Authentizitätsmomenten fragen muss (z.B. Brandis, Schwarz, Elliot & Horswell), als sich mit der Bewertung von historischer Korrektheit zu beschäftigen.«
- Contents:
- Frontmatter 1 Table of Contents 5 Preface and Acknowledgments 7 Introduction 9 Quarry - Playground - Brand 25 Why History in Digital Games matters 47 Social Practices of History in Digital Possibility Spaces 73 Tracing the Past with Digital Games 93 History in Video Games and the Craze for the Authentic 117 Crusading Icons 137 The Auteur and the 80s Mixtape 157 Queer Authenticity in the History of Games 179 "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 201 How to Get Away with Colonialism 221 Toying with History 237 You Do Have Responsibility! 259 Contributors 277
- Notes:
- Includes bibliographical references.
- ISBN:
- 9783839454206
- 3839454204
- OCLC:
- 1202467420
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