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Women and Video Game Modding: Essays on Gender and the Digital Community, Whelan Bridget, Kapell Matthew Wilhelm


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Автор: Whelan Bridget, Kapell Matthew Wilhelm
Название:  Women and Video Game Modding: Essays on Gender and the Digital Community
ISBN: 9781476667430
Издательство: Mare Nostrum (Eurospan)
Классификация:


ISBN-10: 1476667438
Обложка/Формат: Paperback
Страницы: 177
Вес: 0.29 кг.
Дата издания: 28.02.2020
Серия: Studies in gaming
Язык: English
Иллюстрации: Photos
Размер: 229 x 152 x 17
Читательская аудитория: General (us: trade)
Ключевые слова: Gender studies: women,Indoor games, GAMES / Video & Electronic,SOCIAL SCIENCE / Women's Studies
Подзаголовок: Essays on gender and the digital community
Рейтинг:
Поставляется из: Англии
Описание: These essays examine the phenomenon of women and modding, focusing on such titles as Skyrim, Dragon Age, and The Sims. Topics include the relationship between modders and developers, the history of modding, and the relationship between modding and disability, race, sexuality and gender identity.


Playing with the Past: Digital Games and the Simulation of History

Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название: Playing with the Past: Digital Games and the Simulation of History
ISBN: 1623566142 ISBN-13(EAN): 9781623566142
Издательство: Bloomsbury Academic
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Цена: 22176.00 р.
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Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.

Playing with the Past: Digital Games and the Simulation of History

Автор: Matthew Wilhelm Kapell, Andrew B.R. Elliott
Название: Playing with the Past: Digital Games and the Simulation of History
ISBN: 1623567289 ISBN-13(EAN): 9781623567286
Издательство: Bloomsbury Academic
Рейтинг:
Цена: 6018.00 р.
Наличие на складе: Есть у поставщика Поставка под заказ.

Описание:

Game Studies is a rapidly growing area of contemporary scholarship, yet volumes in the area have tended to focus on more general issues. With Playing with the Past, game studies is taken to the next level by offering a specific and detailed analysis of one area of digital game play -- the representation of history. The collection focuses on the ways in which gamers engage with, play with, recreate, subvert, reverse and direct the historical past, and what effect this has on the ways in which we go about constructing the present or imagining a future.

What can World War Two strategy games teach us about the reality of this complex and multifaceted period? Do the possibilities of playing with the past change the way we understand history? If we embody a colonialist's perspective to conquer 'primitive' tribes in Colonization, does this privilege a distinct way of viewing history as benevolent intervention over imperialist expansion? The fusion of these two fields allows the editors to pose new questions about the ways in which gamers interact with their game worlds. Drawing these threads together, the collection concludes by asking whether digital games - which represent history or historical change - alter the way we, today, understand history itself.


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