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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-030.mrc:117864038:5820
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-030.mrc:117864038:5820?format=raw

LEADER: 05820cam a2200769 i 4500
001 14751768
005 20220423234610.0
006 m o d
007 cr cnu---unuuu
008 190226t20192019enka ob 001 0 eng
010 $a 2019009466
035 $a(OCoLC)on1089258937
035 $a(NNC)14751768
040 $aDLC$beng$erda$epn$cDLC$dOCLCO$dOCLCF$dN$T$dYDX$dTYFRS$dEBLCP$dYDX$dUKMGB$dUKAHL$dOCLCQ$dDLC$dUNITY$dOCLCO
015 $aGBB9C6219$2bnb
016 7 $a019460882$2Uk
020 $a9781315157351$q(electronic book)
020 $a1315157357$q(electronic book)
020 $a9781351653374$q(electronic book)
020 $a1351653377$q(electronic book)
020 $a9781351653381$q(electronic book)
020 $a1351653385$q(electronic book)
020 $a9781351653367$q(electronic book$qMobipocket)
020 $a1351653369$q(electronic book$qMobipocket)
020 $z9781138069084$q(hardcover$qalkaline paper)
020 $z9781138069091$q(pbk.)
024 8 $a10.4324/9781315157351$2doi
035 $a(OCoLC)1089258937
037 $a9781315157351$bTaylor & Francis
042 $apcc
050 14 $aGV1469.34.S52$bW35 2019
072 7 $aHIS$x016000$2bisacsh
072 7 $aHIS$x037000$2bisacsh
072 7 $aHIS$x000000$2bisacsh
072 7 $aHBA$2bicssc
082 00 $a794.8$223
049 $aZCUA
100 1 $aWainwright, A. Martin,$eauthor.
245 10 $aVirtual history :$bhow videogames portray the past /$cMartin Wainwright.
264 1 $aAbingdon, Oxon ;$aNew York, NY :$bRoutledge,$c2019.
264 4 $c©2019
300 $a1 online resource (xiii, 219 pages)
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
504 $aIncludes bibliographical references and 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.
520 $aVirtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.
545 0 $aA. Martin Wainwright is Professor and History Department Chair at the University of Akron, Ohio. He has authored two books on Britain and India's interactions during the nineteenth and twentieth centuries. He teaches courses on global history and the portrayal of history in videogames.
588 0 $aOnline resource; title from digital title page (viewed on July 16, 2019).
650 0 $aVideo games$xSocial aspects.
650 0 $aVideo games$xDesign.
650 0 $aHistory in popular culture.
650 6 $aJeux vidéo$xAspect social.
650 6 $aJeux vidéo$xConception.
650 6 $aHistoire dans la culture populaire.
650 7 $aHISTORY$xHistoriography.$2bisacsh
650 7 $aHISTORY$xWorld.$2bisacsh
650 7 $aHISTORY$xGeneral.$2bisacsh
650 7 $aHistory in popular culture.$2fast$0(OCoLC)fst01903473
650 7 $aVideo games$xDesign.$2fast$0(OCoLC)fst01166425
650 7 $aVideo games$xSocial aspects.$2fast$0(OCoLC)fst01166440
655 0 $aElectronic books.
655 4 $aElectronic books.
776 08 $iPrint version:$aWainwright, A. Martin.$tVirtual history.$dAbingdon, Oxon ; New York, NY : Routledge, 2019$z9781138069084$w(DLC) 2019005290
856 40 $uhttp://www.columbia.edu/cgi-bin/cul/resolve?clio14751768$zTaylor & Francis eBooks
852 8 $blweb$hEBOOKS