Gaming and Digital Public History
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Data
2022Autore
Nolden, Nico <Leibniz University of Hannover, Germany>
Pfister, Eugen <Universität Wien>
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Mostra tutti i dati dell'itemAbstract
Over the past 50 years the part of digital games in our everyday’s mediause has consistently grown. They are thus an extremely revealing source for publichistory. This chapter argues that digital games are among other things a‘historicalform.’They are not merely products of entertainment, but as cultural artifacts com-municate perceptions of history. Digital games are also‘historical sources.’Becausethey are developed from the inside of societies, they are shaped by cultures and pol-itics. Furthermore, digital games are‘historical research tools’.Historical simula-tions can help to understand historical structures and processes. There are howeverpractical, methodical and technical challenges for public historians. Historiansmust have a comprehensive knowledge of a vast field of academic disciplines fromgame and media studies, political sciences, sociology to anthropology and philoso-phy. A historical analysis of games must search for historical game influences butalso for other historical conditions and influences.
URI
http://dx.doi.org/10.14273/unisa-4236http://elea.unisa.it:8080/xmlui/handle/10556/6144
https://doi.org/10.1515/9783110430295-026
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