Martin Lorber / Felix Zimmermann (eds.), „History in Games: Contingencies of an Authentic Past”
Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient Alexandria can feel so real in the virtual world? Claims of authenticity are prominent in discussions surrounding the digital games of our time. What is historical authenticity and does it even matter? When does authenticity or the lack thereof become political? By answering these questions, the book illuminates the ubiquitous category of authenticity from the perspective of historical game studies.
Overview Chapters
Frontmatter
Table of Contents
Preface and Acknowledgments
Introduction
History as told by the Game
Quarry – Playground – Brand
Why History in Digital Games matters
Social Practices of History in Digital Possibility Spaces
Tracing the Past with Digital Games
Authenticity in and of History
History in Video Games and the Craze for the Authentic
Crusading Icons
The Auteur and the 80s Mixtape
Queer Authenticity in the History of Games
The Politics of Authenticity
“If it’s a fantasy world, why bother trying to make it realistic?” Constructing and Debating the Middle Ages of THE WITCHER 3: WILD HUNT
How to Get Away with Colonialism
Toying with History
You Do Have Responsibility!
Contributors
transcript
21 October 2020, 284 pages
Extract (PDF)
https://www.transcript-publishing.com/978-3-8376-5420-2/history-in-games/