Please use this identifier to cite or link to this item: http://elea.unisa.it/xmlui/handle/10556/6160
Title: History and Video Games
Authors: Rochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland>
Keywords: 3D modeling;Game design;Game engine;Game studies;Modding;Narrative design;Simulation;World building
Issue Date: 2022
Publisher: Y. Rochat, "History and Video Games", in Handbook of Digital Public History, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 475-484
Citation: Yannick Rochat, "History and Video Games", in Handbook of Digital Public History, edited by Serge Noiret, Mark Tebeau and Gerben Zaagsma, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 475-484
Abstract: The aim of this chapter is to highlight some of the constraints present inthe development of games with historical settings, and to explain why historical fal-lacies are sometimes included in games, even though the authors most often knowthat these are mistakes. Such choices are strongly dependent on gameplay tradi-tions (what we have learnt to play, and how) as well as technological restrictionscarried by the gaming platforms (computers, consoles, mobiles) and the game en-gines (the tools used to create games).
URI: https://doi.org/10.1515/9783110430295-042
http://elea.unisa.it:8080/xmlui/handle/10556/6160
http://dx.doi.org/10.14273/unisa-4252
ISBN: 978-3-11-043922-9
e-ISBN: 978-3-11-043029-5
Appears in Collections:Contributi in volume / Contributions in books

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