000 | 02880cam a2200397 i 4500 | ||
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001 | 20866345 | ||
005 | 20220915161458.0 | ||
006 | m |o d | | ||
007 | cr_||||||||||| | ||
008 | 190226s2019 enka o 001 0 eng | ||
010 | _a 2019009466 | ||
020 |
_a9781315157351 _q(Ebook) |
||
020 |
_z9781138069084 _q(hardback : alk. paper) |
||
020 |
_z9781138069091 _q(pbk.) |
||
040 |
_aDLC _beng _erda _cDLC _dDLC |
||
042 | _apcc | ||
050 | 0 | 0 | _aGV1469.34.S52 |
082 | 0 | 0 |
_a794.8 _223 |
100 | 1 |
_aWainwright, A. Martin, _eauthor. |
|
245 | 1 | 0 |
_aVirtual history : _bhow videogames portray the past / _cA. Martin Wainwright. |
264 | 1 |
_aLondonn ; _aNew York : _bRoutledge, _c2019. |
|
300 |
_a1 online resource : _billustrations |
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336 |
_astill image _bsti _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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500 | _aIncludes index. | ||
505 | 0 | _aHistorians, consumers, and the videogame industry -- The meaning and presentation of history -- Portraying historical research -- Designer preference vs. marketability -- Designer intent and consumer reception -- Theme and mechanics -- Mechanics -- Compression and focus -- The problem of hindsight bias -- Contingency and determinism -- The scholarship of counterfactual history -- Contingency and technology in civilization -- Great individuals and events -- Wars and battles: Hastings and Gettysburg -- Economics and resource-management -- Economic history -- Resource management -- Trade -- Mercantilism in games portraying the early modern era -- Laissez-faire and planned economies -- Ecology and the environment -- Environmental history and the Columbian Exchange -- Applying the Columbian Exchange in the virtual world -- Disease -- Climate change and geological events -- Culture and ethnicity -- The cultural turn in history -- Characterizing cultures in action videogames -- Characterizing cultures in strategy games -- Religion -- Gender -- Gender in the study of history -- Sexism and the female market for historical videogames -- Female characters in the virtual past -- Male characters in the virtual past -- Portraying non-heteronormative gender roles -- Violence and oppression -- Historical scholarship on violence and oppression -- Combat and the treatment of civilians -- Slavery and genocide -- The future of the virtual past. | |
588 | _aDescription based on print version record; title from PDF title page, viewed (05/29/2020). | ||
650 | 0 |
_aVideo games _xSocial aspects. |
|
650 | 0 |
_aVideo games _xDesign. |
|
650 | 0 | _aHistory in popular culture. | |
776 | 0 | 8 |
_iPrint version: _aWainwright, A. Martin, author. _tVirtual history _dAbingdon, Oxon ; New York, NY : Routledge, 2019 _z9781138069084 _w(DLC) 2019005290 |
906 |
_a7 _bcbc _corigcop _d1 _eecip _f20 _gy-gencatlg |
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942 | _2ddc | ||
999 |
_c38933 _d38933 |