Mol angus (39 résultats)

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Paperback. Etat : new. Paperback. An Archaeology of Exchange is primarily an archaeology of human sociality and anti-sociality. Nevertheless, archaeological studies of exchange are numerous and varied, and archaeologists do not always approach exchange as a social mechanism, concentrating rather on the cultural, economic or political implications of exchange. Even so, at times it is worth retracing the implicit theoretical steps that archaeologists have taken and look at human sociality through the eyes of exchange as something new. This is undertaken here by concentrating on the exchange of social valuables in the later part of the Late Ceramic Age of the Greater and Lesser Antilles (AD 1000/1100-1492). Questions concerning this exchange are framed in a novel mix of theories such as Costly Signalling Theory coupled with the paradox of keeping-while-giving and the notion of gene/culture co-evolution joined with Complex Adaptive System theory. All these theories can be related back to the concept of exchange as put forward by the French sociologist Marcel Mauss in his famous "Essai sur le don" of 1950.This theoretical framework is put to the test by an extensive case-study of a specific category of Late Ceramic Age social valuables, shell faces, which have an area of distribution that ranges from central Cuba to the Ile de Ronde in the Grenadines. The study of these enigmatic artefacts provides new insights into the nature and use of social valuables by communities and individuals in the Late Ceramic Age. An Archaeology of Exchange is primarily an archaeology of human sociality and anti-sociality. Nevertheless, archaeological studies of exchange are numerous and varied, and archaeologists do not always approach exchange as a social mechanism, concentrating rather on the cultural, economic or political implications of exchange. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

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Vendeur : Scrinium Classical Antiquity, Aalten, Pays-BasScrinium Classical Antiquity
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Sidestone Press, Leiden, 2017. 235p. Paperback. Video games, even though they are one of the present?s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier?s Civilization or Assassin?s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity?s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. (Publisher's information).…

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Vendeur : Kennys Bookshop and Art Galleries Ltd., Galway, GY, IrlandeKennys Bookshop and Art Galleries Ltd.
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Etat : New. Num Pages: 206 pages. BIC Classification: HD; JHMP. Category: (P) Professional & Vocational; (U) Tertiary Education (US: College). Dimension: 231 x 175 x 15. Weight in Grams: 408. . 2006. Paperback. . . . .

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Paperback. Etat : Brand New. 01 edition. 206 pages. 9.00x7.00x0.40 inches. In Stock.

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Etat : New. Num Pages: 206 pages. BIC Classification: HD; JHMP. Category: (P) Professional & Vocational; (U) Tertiary Education (US: College). Dimension: 231 x 175 x 15. Weight in Grams: 408. . 2006. Paperback. . . . . Books ship from the US and Ireland.

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Paperback. Etat : Brand New. 01 edition. 235 pages. 9.75x7.00x0.50 inches. In Stock.

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Etat : New. An Archaeology of Exchange is primarily an archaeology of human sociality and anti-sociality. Nevertheless, archaeological studies of exchange are numerous and varied, and archaeologists do not always approach exchange as a social mechanism, concentrating r.

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Vendeur : Revaluation Books, Exeter, Royaume-UniRevaluation Books
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Paperback. Etat : Brand New. 01 edition. 327 pages. 10.00x7.00x0.75 inches. In Stock.

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Paperback. Etat : new. Paperback. An Archaeology of Exchange is primarily an archaeology of human sociality and anti-sociality. Nevertheless, archaeological studies of exchange are numerous and varied, and archaeologists do not always approach exchange as a social mechanism, concentrating rather on the cultural, economic or political implications of exchange. Even so, at times it is worth retracing the implicit theoretical steps that archaeologists have taken and look at human sociality through the eyes of exchange as something new. This is undertaken here by concentrating on the exchange of social valuables in the later part of the Late Ceramic Age of the Greater and Lesser Antilles (AD 1000/1100-1492). Questions concerning this exchange are framed in a novel mix of theories such as Costly Signalling Theory coupled with the paradox of keeping-while-giving and the notion of gene/culture co-evolution joined with Complex Adaptive System theory. All these theories can be related back to the concept of exchange as put forward by the French sociologist Marcel Mauss in his famous "Essai sur le don" of 1950.This theoretical framework is put to the test by an extensive case-study of a specific category of Late Ceramic Age social valuables, shell faces, which have an area of distribution that ranges from central Cuba to the Ile de Ronde in the Grenadines. The study of these enigmatic artefacts provides new insights into the nature and use of social valuables by communities and individuals in the Late Ceramic Age. An Archaeology of Exchange is primarily an archaeology of human sociality and anti-sociality. Nevertheless, archaeological studies of exchange are numerous and varied, and archaeologists do not always approach exchange as a social mechanism, concentrating rather on the cultural, economic or political implications of exchange. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

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Vendeur : Revaluation Books, Exeter, Royaume-UniRevaluation Books
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Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, AllemagneBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.…

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Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -The modern-day Caribbean is a stunningly diverse but also intricately interconnected geo-cultural region, resulting partly from the islands' shared colonial histories and an increasingly globalizing economy. Perhaps more importantly, before the encounter between the New and Old World took place, the indigenous societies and cultures of the pre-colonial Caribbean were already united in diversity. This work seeks to study the patterns of this pre-colonial homogeneity and diversity and uncover some of their underlying processes and dynamics. In contrast to earlier studies of its kind, this study adopts an archaeological network approach, in part derived from the network sciences. In archaeology, network approaches can be used to explore the complex relations between objects, sites or other archaeological features, and as such represents a powerful new tool for studying material culture systems. Archaeological research in general aims to uncover the social relations and human interactions underlying these material culture systems. Therefore, the interdependencies between social networks and material culture systems are another major focus of this study. This approach and theoretical framework is tested in four case studies dealing with lithic distribution networks, site assemblages as ego-networks, indigenous political networks, and the analysis of artefact styles in 2-mode networks. These were selected for their pertinence to key research themes in Caribbean archaeology, in particular the current debates about the nature of ties and interactions between culturally different communities in the region, and the structure and dynamics of pre-colonial socio-political organisation. The outcomes of these case studies show that archaeological network approaches can provide surprising new insights into longstanding questions about the patterns of pre-colonial connectivity in the region. 328 pp. Englisch.…

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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).…

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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.…

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Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - The modern-day Caribbean is a stunningly diverse but also intricately interconnected geo-cultural region, resulting partly from the islands' shared colonial histories and an increasingly globalizing economy. Perhaps more importantly, before the encounter between the New and Old World took place, the indigenous societies and cultures of the pre-colonial Caribbean were already united in diversity. This work seeks to study the patterns of this pre-colonial homogeneity and diversity and uncover some of their underlying processes and dynamics. In contrast to earlier studies of its kind, this study adopts an archaeological network approach, in part derived from the network sciences. In archaeology, network approaches can be used to explore the complex relations between objects, sites or other archaeological features, and as such represents a powerful new tool for studying material culture systems. Archaeological research in general aims to uncover the social relations and human interactions underlying these material culture systems. Therefore, the interdependencies between social networks and material culture systems are another major focus of this study. This approach and theoretical framework is tested in four case studies dealing with lithic distribution networks, site assemblages as ego-networks, indigenous political networks, and the analysis of artefact styles in 2-mode networks. These were selected for their pertinence to key research themes in Caribbean archaeology, in particular the current debates about the nature of ties and interactions between culturally different communities in the region, and the structure and dynamics of pre-colonial socio-political organisation. The outcomes of these case studies show that archaeological network approaches can provide surprising new insights into longstanding questions about the patterns of pre-colonial connectivity in the region. …

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Kartoniert / Broschiert. Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.Vide.…

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Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Explore the complex and creative interplay between video games and humanity s past.A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural e.…

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Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans¿ voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents 1. Introduction Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. Boom Part I: Narratives in and of Video Games 2. The Role of Historical Research and ¿Historical Accuracy¿ in Where the Water Tastes Like Wine Johnnemann Nordhagen 3. Their Memory: Exploring Veterans¿ Voices Iain Donald, Emma Houghton and Kenneth Scott-Brown 4. The Desolation of Vixens John Aycock and Hayden Kroepfl 5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain Dennis Jansen Part II: Representations and Intersectionality in Video Games 6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ¿Immersion¿ in Video Games Mata Haggis-Burridge 7. ¿Transcending History and the World¿: Ancient Greece and Rome in Versus Fighting Video Games Dunstan Lowe 8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation Ashlee Bird 9. Fork in the Road: Consuming and Producing Video Game Cartographies Florence Smith Nicholls Part III: Historical Research and Learning through Video Games 10. Scholarly History through Digital Games: Pedagogical Practice as Research Method Robert Houghton 11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools Juan Hiriart 12. Gaming the Past: Video Games and Historical Literacy in the College Classroom Jeffrey Lawler and Sean Smith 13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games George L. Vlachos 14. Stories Around the Campfire The Interactive Past Community (Curated by Csilla E. Ariese)Books on Demand GmbH, Überseering 33, 22297 Hamburg 210 pp. Englisch.…

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Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.…

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Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -The modern-day Caribbean is a stunningly diverse but also intricately interconnected geo-cultural region, resulting partly from the islands¿ shared colonial histories and an increasingly globalizing economy. Perhaps more importantly, before the encounter between the New and Old World took place, the indigenous societies and cultures of the pre-colonial Caribbean were already united in diversity. This work seeks to study the patterns of this pre-colonial homogeneity and diversity and uncover some of their underlying processes and dynamics.In contrast to earlier studies of its kind, this study adopts an archaeological network approach, in part derived from the network sciences. In archaeology, network approaches can be used to explore the complex relations between objects, sites or other archaeological features, and as such represents a powerful new tool for studying material culture systems. Archaeological research in general aims to uncover the social relations and human interactions underlying these material culture systems. Therefore, the interdependencies between social networks and material culture systems are another major focus of this study.This approach and theoretical framework is tested in four case studies dealing with lithic distribution networks, site assemblages as ego-networks, indigenous political networks, and the analysis of artefact styles in 2-mode networks. These were selected for their pertinence to key research themes in Caribbean archaeology, in particular the current debates about the nature of ties and interactions between culturally different communities in the region, and the structure and dynamics of pre-colonial socio-political organisation. The outcomes of these case studies show that archaeological network approaches can provide surprising new insights into longstanding questions about the patterns of pre-colonial connectivity in the region.Books on Demand GmbH, Überseering 33, 22297 Hamburg 328 pp. Englisch. …
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Taschenbuch. Etat : Neu. The Connected Caribbean | Angus A. A. Mol | Taschenbuch | Englisch | 2014 | Sidestone Press Dissertations | EAN 9789088902598 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.…

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Taschenbuch. Etat : Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Taschenbuch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904363 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.…

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Taschenbuch. Etat : Neu. Return to the Interactive Past | Csilla E. Ariese-Vandemeulebroucke (u. a.) | Taschenbuch | Englisch | 2021 | Sidestone Press | EAN 9789088909122 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.…

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Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese) 210 pp. Englisch.…