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Gaming and Digital Public History
dc.contributor.author | Nolden, Nico <Leibniz University of Hannover, Germany> | |
dc.contributor.author | Pfister, Eugen <Universität Wien> | |
dc.date.accessioned | 2022-05-30T10:04:14Z | |
dc.date.available | 2022-05-30T10:04:14Z | |
dc.date.issued | 2022 | |
dc.identifier.citation | Nico Nolden, Eugen Pfister, "Gaming and Digital Public History", in Handbook of Digital Public History, edited by Serge Noiret, Mark Tebeau and Gerben Zaagsma, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 309-316 | it_IT |
dc.identifier.isbn | 978-3-11-043922-9 | it_IT |
dc.identifier.isbn | e-ISBN: 978-3-11-043029-5 | |
dc.identifier.uri | https://doi.org/10.1515/9783110430295-026 | it_IT |
dc.identifier.uri | http://elea.unisa.it:8080/xmlui/handle/10556/6144 | |
dc.identifier.uri | http://dx.doi.org/10.14273/unisa-4236 | |
dc.description.abstract | 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. | it_IT |
dc.format.extent | P. 309-316 | it_IT |
dc.language.iso | en | it_IT |
dc.publisher | N. Nolden, E. Pfister, "Gaming and Digital Public History", in Handbook of Digital Public History, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 309-316 | it_IT |
dc.relation.ispartof | De Gruyter Reference | it_IT |
dc.rights | Diritti riservati Walter de Gruyter GmbH, Berlin/Boston | it_IT |
dc.source | UniSa. Sistema Bibliotecario di Ateneo | it_IT |
dc.subject | Digital history | it_IT |
dc.subject | Digital games | it_IT |
dc.subject | Video games | it_IT |
dc.subject | Popular culture | it_IT |
dc.subject | History ofideas | it_IT |
dc.subject | Media history | it_IT |
dc.subject | Cultural studies | it_IT |
dc.subject | Public history | it_IT |
dc.title | Gaming and Digital Public History | it_IT |
dc.type | Book chapter | it_IT |