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The Interactive Past -

English
2017-05-15
โ‚ฌ138.16 โ‚ฌ172.70

-20% with code BOOKS

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Video games, even though they are one of the presentยฟs quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meierยฟs Civilization or Assassinยฟs 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 m ... Full description

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Description

Video games, even though they are one of the presentยฟs quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meierยฟs Civilization or Assassinยฟs 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 humanityยฟs 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 ยฟ including archaeologists, heritage scholars, game creators, conservators and more ยฟ 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.

More Information

Publisher Sidestone Press
Release year 2017
Cover type Hardcover
EAN 9789088904370
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โ‚ฌ138.16 โ‚ฌ172.70