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Gaming the Great War: World War I Vi...
~
Lewis, John M.
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Gaming the Great War: World War I Video Games and Historical Memory.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Gaming the Great War: World War I Video Games and Historical Memory./
Author:
Lewis, John M.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2019,
Description:
103 p.
Notes:
Source: Masters Abstracts International, Volume: 80-10.
Contained By:
Masters Abstracts International80-10.
Subject:
World History. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13859034
ISBN:
9781392086834
Gaming the Great War: World War I Video Games and Historical Memory.
Lewis, John M.
Gaming the Great War: World War I Video Games and Historical Memory.
- Ann Arbor : ProQuest Dissertations & Theses, 2019 - 103 p.
Source: Masters Abstracts International, Volume: 80-10.
Thesis (M.A.)--The University of Tulsa, 2019.
This item must not be sold to any third party vendors.
This project is a study of World War I video games released during the war's centenary and the historical memories they create and/or reinforce. Video games, and the communities built around them, are the popular artifacts central to this project. By examining the ways in which people use and interact with WWI video games, this project addresses certain critical questions: How do video games about WWI represent the war, and how do players read those representations? Do WWI video games engage with a popular collective memory of the war and how is that memory conveyed to the player? What do players do with that memory and do they have memories of their own? Finally, do these games challenge the accepted historical memory of the war and, if so, how? By examining centenary WWI video games and using historical sources to contextualize the history they represent, this project will argue that scholars, especially historians, should consider video games as valuable sources of cultural and historical memory. WWI video games represent the past and allow players to interact with that past in powerful ways. But perhaps most importantly, video games are also reflections of our present-day beliefs and sensibilities, and these reflections are essential to understanding how people remember the war today.
ISBN: 9781392086834Subjects--Topical Terms:
1359209
World History.
Gaming the Great War: World War I Video Games and Historical Memory.
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Advisor: Oertel, Kristen T.
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This project is a study of World War I video games released during the war's centenary and the historical memories they create and/or reinforce. Video games, and the communities built around them, are the popular artifacts central to this project. By examining the ways in which people use and interact with WWI video games, this project addresses certain critical questions: How do video games about WWI represent the war, and how do players read those representations? Do WWI video games engage with a popular collective memory of the war and how is that memory conveyed to the player? What do players do with that memory and do they have memories of their own? Finally, do these games challenge the accepted historical memory of the war and, if so, how? By examining centenary WWI video games and using historical sources to contextualize the history they represent, this project will argue that scholars, especially historians, should consider video games as valuable sources of cultural and historical memory. WWI video games represent the past and allow players to interact with that past in powerful ways. But perhaps most importantly, video games are also reflections of our present-day beliefs and sensibilities, and these reflections are essential to understanding how people remember the war today.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=13859034
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