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Gaming and Digital Public History

URI
https://arbor.bfh.ch/handle/arbor/34740
Version
Published
Date Issued
2022
Author(s)
Nolden, Nico
Pfister, Eugen  
Editor(s)
Noirent, Serge
Tebeau, Mark
Zaagsma, Gerben
Type
Book Chapter
Language
English
Abstract
Over the past 50 years the part of digital games in our everyday’s media use has consistently grown. They are thus an extremely revealing source for public history. This chapter argues that digital games are among other things a ‘historical form.’ They are not merely products of entertainment, but as cultural artifacts communicate perceptions of history. Digital games are also ‘historical sources.’ Because they are developed from the inside of societies, they are shaped by cultures and politics. Furthermore, digital games are ‘historical research tools’. Historical simulations can help to understand historical structures and processes. There are however practical, methodical and technical challenges for public historians. Historians must have a comprehensive knowledge of a vast field of academic disciplines from game and media studies, political sciences, sociology to anthropology and philosophy. A historical analysis of games must search for historical game influences but also for other historical conditions and influences.
ISBN
9783110430295
DOI
10.24451/arbor.18354
https://doi.org/10.24451/arbor.18354
Series/Report No.
De Gruyter Reference
Publisher URL
https://www.degruyter.com/document/doi/10.1515/9783110430295/html
Organization
Hochschule der Künste Bern  
Institute of Design Research  
Design and Rhetoric  
Publisher
De Gruyter Oldenbourg
Submitter
AntonucciV
Citation apa
Nolden, N., & Pfister, E. (2022). Gaming and Digital Public History (S. Noirent, M. Tebeau, & G. Zaagsma, Eds.). De Gruyter Oldenbourg. https://doi.org/10.24451/arbor.18354
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