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  1. (Not) in the game
    history, paratexts, and games
    Contributor: Seiwald, Regina (HerausgeberIn); Vollans, Ed (HerausgeberIn)
    Published: [2023]
    Publisher:  De Gruyter Oldenbourg, Berlin

    How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game's history. The access to this history... more

    Access:
    Verlag (lizenzpflichtig)
    Verlag (lizenzpflichtig)
    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game's history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games

     

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    Source: Staatsbibliothek zu Berlin
    Contributor: Seiwald, Regina (HerausgeberIn); Vollans, Ed (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110732993; 9783110732924
    Other identifier:
    Series: Video games and the humanities ; volume 13
    Subjects: GAMES & ACTIVITIES / Video & Electronic
    Other subjects: digital culture; paratext; reception; video games
    Scope: 1 Online-Ressource (VI, 224 Seiten), Illustrationen
  2. (Not) in the game
    history, paratexts, and games
    Contributor: Seiwald, Regina (HerausgeberIn); Vollans, Ed (HerausgeberIn)
    Published: [2023]
    Publisher:  De Gruyter Oldenbourg, Berlin

    How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game's history. The access to this history... more

    Access:
    Verlag (lizenzpflichtig)
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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
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    Technische Universität Chemnitz, Universitätsbibliothek
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    Technische Universität Bergakademie Freiberg, Bibliothek 'Georgius Agricola'
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    eBook DeGruyter
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    How do games represent history, and how do we make sense of the history of games? The industry regularly uses history to sell products, while processes of creation and of promotion leave behind markers of a game's history. The access to this history is often granted by so-called paratexts, which are accompanying elements orbiting texts. Exploring this fully, case studies in this work move the focus of debate from the games themselves to wider, ancillary materials and ask how history is used in, and how we can use history to study games

     

    Export to reference management software   RIS file
      BibTeX file
    Content information
    Source: Staatsbibliothek zu Berlin
    Contributor: Seiwald, Regina (HerausgeberIn); Vollans, Ed (HerausgeberIn)
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783110732993; 9783110732924
    Other identifier:
    Series: Video games and the humanities ; volume 13
    Subjects: GAMES & ACTIVITIES / Video & Electronic
    Other subjects: digital culture; paratext; reception; video games
    Scope: 1 Online-Ressource (VI, 224 Seiten), Illustrationen