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dc.contributor.authorRochat, Yannick <Institute of Technology in Lausanne (EPFL), Switzerland>
dc.date.accessioned2022-05-30T17:39:46Z
dc.date.available2022-05-30T17:39:46Z
dc.date.issued2022
dc.identifier.citationYannick 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. 475-484it_IT
dc.identifier.isbn978-3-11-043922-9it_IT
dc.identifier.isbne-ISBN: 978-3-11-043029-5
dc.identifier.urihttps://doi.org/10.1515/9783110430295-042it_IT
dc.identifier.urihttp://elea.unisa.it:8080/xmlui/handle/10556/6160
dc.identifier.urihttp://dx.doi.org/10.14273/unisa-4252
dc.description.abstractThe 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).it_IT
dc.format.extentP. 475-484it_IT
dc.language.isoenit_IT
dc.publisherY. Rochat, "History and Video Games", in Handbook of Digital Public History, Berlin, Boston: De Gruyter Oldenbourg, 2022, pp. 475-484it_IT
dc.relation.ispartofDe Gruyter Referenceit_IT
dc.rightsDiritti riservati Walter de Gruyter GmbH, Berlin/Bostonit_IT
dc.sourceUniSa. Sistema Bibliotecario di Ateneoit_IT
dc.subject3D modelingit_IT
dc.subjectGame designit_IT
dc.subjectGame engineit_IT
dc.subjectGame studiesit_IT
dc.subjectModdingit_IT
dc.subjectNarrative designit_IT
dc.subjectSimulationit_IT
dc.subjectWorld buildingit_IT
dc.titleHistory and Video Gamesit_IT
dc.typeBook chapterit_IT
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