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Frühe Neuzeit im Videospiel

Geschichtswissenschaftliche Perspektiven
Editors:
Series:
Histoire, Volume 50
Publisher:
 2014

Summary

»History« has become an important source of material for video games, yet despite its importance for the popular presentation of historical content, it has met with limited success. Although many games, even bestsellers, deal with the early modern era, the historiographical perspective is missing, which is not the case for the Middle Ages or modern era. Why are early modern elements in video games taken up? What is this about? How are they processed? This volume fills in the gaps. The contributions are not meant to be an exhaustive treatment of the subject, but rather a guide to new questions and methods of analysis.

Keywords



Bibliographic data

Edition
1/2014
Copyright Year
2014
ISBN-Print
978-3-8376-2548-6
ISBN-Online
978-3-8394-2548-0
Publisher
transcript, Bielefeld
Series
Histoire
Volume
50
Language
German
Pages
336
Product Type
Edited Book

Table of contents

ChapterPages
  1. Full access Pages 1 - 4
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  2. Inhalt Full access Pages 5 - 8
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  3. Postmoderne Visionen des Vor-Modernen No access Pages 11 - 24
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  4. Narration und Narrativ No access Pages 27 - 52
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  5. Screening the game - screening the play No access Pages 55 - 70
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  6. Zur Geschichte der Cutscenes No access Pages 71 - 86
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  7. The History beyond the Frame No access Pages 87 - 98
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  8. Authentizität als Darstellung interaktiver Simulationsbilder populärer Videospiele mit historischem Setting No access Pages 99 - 116
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  9. The Ahistorical in the Historical Video Game No access Pages 117 - 126
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  10. Konfliktsimulationen - Counterfactual History oder Infotainment? No access Pages 127 - 140
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  11. Modding als Indikator für die kreative und kritische Auseinandersetzung von Fans mit Historienspielen No access Pages 141 - 158
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  12. Homo homini ludus? No access Pages 159 - 178
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  13. SID MEIER''S PIRATES! No access Pages 181 - 194
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  14. »Dont eat me I''m a mighty pirate« No access Pages 195 - 210
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  15. Der Stadt ihre Spieler No access Pages 211 - 226
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  16. Spiel im Spiel No access Pages 227 - 238
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  17. Bauen als Bedingung zum Sieg No access Pages 239 - 256
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  18. Epochengrenzen in Videospielen No access Pages 257 - 268
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  19. CIVILIZATION UND DER GEIST DES JAHRES 1991 No access Pages 269 - 288
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  20. SAMMELBIBLIOGRAPHIE No access Pages 289 - 330
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  21. Autorinnen und Autoren No access Pages 331 - 333
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  22. Danksagung No access Pages 334 - 334
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  23. No access Pages 335 - 336
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