A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces.
"[T]he author's clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading."--Antiquity
Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record.
From the introduction:
Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as "historical games," nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game--from Pac-Man to Super Meat Boy--can be studied archaeologically.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Andrew Reinhard is a Cultural Resource Management (CRM) Project Director for Metcalf Archaeological Consultants and is also a Research Affiliate at the Institute for the Study of the Ancient World (ISAW) at New York University. He is editor of the series Digital Archaeology: Documenting the Anthropocene published by Berghahn.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Paperback. Etat : New. A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces."[T]he author's clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading."-AntiquityVideo games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record.From the introduction:Archaeogaming, broadly defined, is the archaeology both in and of digital games. As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture. Archaeogaming does not limit its study to those video games that are set in the past or that are treated as "historical games," nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game-from Pac-Man to Super Meat Boy-can be studied archaeologically. N° de réf. du vendeur LU-9781785338731
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paperback. Etat : Very Good in Wrappers. No Jacket. First Edition. New York. 2018. May 2018. Berghahn Books. 1st American Edition. Very Good in Wrappers. 9781785338731. 22 illustrations, bibliography, index. 240 pages. paperback. keywords: Ruling Pine Ridge Oglala Lakota Politics IRto Wounded Knee. DESCRIPTION - Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. This book serves as a general introduction to archaeogaming; it describes the intersection of archaeology and video games and applies archaeological method and theory into understanding game-spaces as both site and artifact. This is a stellar piece of work that moves beyond disciplines and worlds. - Anna Foka, Umeå University. inventory #43700. N° de réf. du vendeur z43700
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