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History in Games

Contingencies of an Authentic Past
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Publisher:
 2020

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Bibliographic data

Edition
1/2020
Copyright year
2020
ISBN-Print
978-3-8376-5420-2
ISBN-Online
978-3-8394-5420-6
Publisher
transcript, Bielefeld
Series
Bild und Bit. Studien zur digitalen Medienkultur
Volume
12
Language
English
Pages
284
Product type
Edited Book

Table of contents

ChapterPages
  1. Frontmatter Full access Pages 1 - 4
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  2. Table of Contents Full access Pages 5 - 6
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  3. Preface and Acknowledgments No access Pages 7 - 8
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  4. Introduction No access Pages 9 - 22
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  5. Quarry - Playground - Brand No access Pages 25 - 46
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  6. Why History in Digital Games matters No access Pages 47 - 72
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  7. Social Practices of History in Digital Possibility Spaces No access Pages 73 - 92
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  8. Tracing the Past with Digital Games No access Pages 93 - 114
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  9. History in Video Games and the Craze for the Authentic No access Pages 117 - 136
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  10. Crusading Icons No access Pages 137 - 156
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  11. The Auteur and the 80s Mixtape No access Pages 157 - 178
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  12. Queer Authenticity in the History of Games No access Pages 179 - 198
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  13. "If it''s a fantasy world, why bother trying to make it realistic?" Constructing and Debating the Middle Ages of THE WITCHER 3: WILD HUNT No access Pages 201 - 220
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  14. How to Get Away with Colonialism No access Pages 221 - 236
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  15. Toying with History No access Pages 237 - 258
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  16. You Do Have Responsibility! No access Pages 259 - 276
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  17. Contributors No access Pages 277 - 284
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