Utilizza questo identificativo per citare o creare un link a questo documento: http://elea.unisa.it/xmlui/handle/10556/6392
Record completo di tutti i metadati
Campo DCValoreLingua
dc.date.accessioned2023-02-20T15:58:17Z-
dc.date.available2023-02-20T15:58:17Z-
dc.description.abstractThough previously overlooked by academia, scholars from a wide array of fields now consider videogames as a serious subject of inquiry. The emergence of game studies as a standalone discipline has led to the publication of high-quality work on the medium, yet the field of videogame history is still immature. Initial attempts to introduce critical historical analysis of videogames in a field dominated by journalistic accounts were themselves plagued by an overemphasis on videogame canons and on the United States and Japan. In effect, early writings by videogame historians resembled “great man” theory, something one could qualify as “great game” theory. Over the last decade, this situation has started to be redressed and there are now growing efforts to produce solid historical scholarship on videogames. Still, game scholars and game historians need to collaborate, engage in conversation, and develop and adapt proper methods to conduct historical research on videogames in order to write relevant histories of this relatively young medium.it_IT
dc.language.isoenit_IT
dc.rightsWalter de Gruyterit_IT
dc.relation.ispartofjournalInternational Public Historyit_IT
dc.identifier.citationGuay-Bélanger Dany, “How Do We Play this Thing?”: The State of Historical Research on Videogames, «International Public History», vol. 4, 2021, n. 1, pp. 1-6. https://doi.org/10.1515/iph-2021-2023it_IT
dc.title“How Do We Play this Thing?”: The State of Historical Research on Videogamesit_IT
dc.sourceUniSa. Sistema Bibliotecario di Ateneoit_IT
dc.contributor.authorGuay-Bélanger, Dany <Université de Montréal, Montreal, Canada>-
dc.date.issued2021-
dc.identifier.urihttp://elea.unisa.it:8080/xmlui/handle/10556/6392-
dc.identifier.urihttp://dx.doi.org/10.14273/unisa-4465-
dc.identifier.urihttps://doi.org/10.1515/iph-2021-2023it_IT
dc.typeJournal Articleit_IT
dc.format.extentP. 1-6it_IT
dc.identifier.issn2567-1111it_IT
dc.subjectVideogame historyit_IT
dc.subjectPopular cultureit_IT
dc.subjectVideogamesit_IT
dc.subjectGame studiesit_IT
dc.subjectInterdisciplinarityit_IT
dc.publisher.alternativeG.B. Dany, “How Do We Play this Thing?”: The State of Historical Research on Videogames, «International Public History», vol. 4, 2021, n. 1it_IT
È visualizzato nelle collezioni:Contributi in rivista / Contributions in journals and magazines

File in questo documento:
File Descrizione DimensioniFormato 
la documentazione non è disponibile.jpgla documentazione non è disponibile41,54 kBJPEGVisualizza/apri


Tutti i documenti archiviati in DSpace sono protetti da copyright. Tutti i diritti riservati.