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Virtual historiography: How history ...
~
Kusiak, Frank J., III.
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Virtual historiography: How history is presented in entertainment-based computer games.
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Virtual historiography: How history is presented in entertainment-based computer games./
Author:
Kusiak, Frank J., III.
Description:
142 p.
Notes:
Adviser: Steven Reschly.
Contained By:
Masters Abstracts International40-06.
Subject:
History, General. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1408851
ISBN:
0493631070
Virtual historiography: How history is presented in entertainment-based computer games.
Kusiak, Frank J., III.
Virtual historiography: How history is presented in entertainment-based computer games.
- 142 p.
Adviser: Steven Reschly.
Thesis (M.A.)--Truman State University, 2002.
Addition issues are the ethics of game design and play. And, the place these games have in the study of history. Since they engage the public in a historical dialogue as well as present history in an accessible format, public history fits well.
ISBN: 0493631070Subjects--Topical Terms:
1017448
History, General.
Virtual historiography: How history is presented in entertainment-based computer games.
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Virtual historiography: How history is presented in entertainment-based computer games.
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142 p.
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Adviser: Steven Reschly.
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Source: Masters Abstracts International, Volume: 40-06, page: 1403.
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Thesis (M.A.)--Truman State University, 2002.
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Addition issues are the ethics of game design and play. And, the place these games have in the study of history. Since they engage the public in a historical dialogue as well as present history in an accessible format, public history fits well.
520
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Virtual Historiography examines computer games that use history for entertainment purposes. Games not included in this study are pedagogical/edutainment, console, and coin-op/arcade games as well as real world simulators (aviation simulations for pilot training, e.g.).
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This study guides the historian through the world of history computer games, and discusses how the presentation of history in an entertainment interactive medium differs from traditional non-interactive media. It was found that history in this medium is an elastic quantity. Historical knowledge extracted from a game depends on the game designer's concept of how much history will be entertaining and how much history the gamer needs to enjoy the game.
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School code: 1281.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=1408851
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W9103457
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