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/


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