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Titolo: | History and Video Games |
Autore: | Rochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland> |
Parole chiave: | 3D modeling;Game design;Game engine;Game studies;Modding;Narrative design;Simulation;World building |
Data: | 2022 |
Editore: | Y. Rochat, "History and Video Games", in Handbook of Digital Public History, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 475-484 |
Citazione: | 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 |
È visualizzato nelle collezioni: | Contributi in volume / Contributions in books |
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