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dcterms.contributor.authorNolden, Nico <Leibniz University of Hannover, Germany>
dcterms.contributor.authorPfister, Eugen <Universität Wien>
dc.date.accessioned2022-05-30T10:04:14Z
dc.date.available2022-05-30T10:04:14Z
dcterms.date.issued2022
dcterms.identifier.citationNico 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. 309-316it_IT
dcterms.identifier.isbn978-3-11-043922-9it_IT
dcterms.identifier.isbne-ISBN: 978-3-11-043029-5
dcterms.identifier.urihttps://doi.org/10.1515/9783110430295-026it_IT
dcterms.identifier.urihttp://elea.unisa.it:8080/xmlui/handle/10556/6144
dcterms.identifier.urihttp://dx.doi.org/10.14273/unisa-4236
dc.description.abstractOver 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
dcterms.format.extentP. 309-316it_IT
dc.language.isoenit_IT
dcterms.publisher.alternativeN. Nolden, E. Pfister, "Gaming and Digital Public History", in Handbook of Digital Public History, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 309-316it_IT
dc.relation.ispartofDe Gruyter Referenceit_IT
dc.rightsDiritti riservati Walter de Gruyter GmbH, Berlin/Bostonit_IT
dcterms.sourceUniSa. Sistema Bibliotecario di Ateneoit_IT
dcterms.subjectDigital historyit_IT
dcterms.subjectDigital gamesit_IT
dcterms.subjectVideo gamesit_IT
dcterms.subjectPopular cultureit_IT
dcterms.subjectHistory ofideasit_IT
dcterms.subjectMedia historyit_IT
dcterms.subjectCultural studiesit_IT
dcterms.subjectPublic historyit_IT
dcterms.titleGaming and Digital Public Historyit_IT
dcterms.typeBook chapterit_IT
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