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  • Lingua: Olandese

    Editore: ThiemeMeulenhoff, 2003

    9006811505 / 9789006811506

    • Rilegato

    Da: Mooney's bookstore, Den Helder, Paesi BassiMooney's bookstore

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    Condizione: Usato - Molto buono

    EUR 19,35

    EUR 14,95 spedizione 
    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Condizione: Very Good.

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904367 / 9789088904363

    • Brossura

    Da: Scrinium Classical Antiquity, Aalten, Paesi BassiScrinium Classical Antiquity

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    Membro dell’associazione: NVVAILAB

    Condizione: Usato

    EUR 34,95

    EUR 27,50 spedizione 
    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Sidestone Press, Leiden, 2017. 235p. Paperback. Video games, even though they are one of the present?s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier?s Civilization or Assassin?s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity?s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. (Publisher's information).…

  • Editore: no place, 1949., 1949

    • Rilegato

    Da: Emile Kerssemakers ILAB, Heerlen, Paesi BassiEmile Kerssemakers ILAB

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    Membro dell’associazione: NVVAILAB

    Condizione: Usato

    EUR 20,00

    EUR 25,45 spedizione 
    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

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    cloth. 306 pp. 122 ills, 2 (col) plates. 777g.

  • Lingua: Olandese

    Editore: ThiemeMeulenhoff, 2007

    9006812420 / 9789006812428

    • Brossura

    Da: Mooney's bookstore, Den Helder, Paesi BassiMooney's bookstore

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    Condizione: Usato - Come nuovo

    EUR 38,00

    EUR 14,95 spedizione 
    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Condizione: As New.

  • Editore: Uitgeverij Verloren, Hilversum, 2001

    • Rilegato

    Da: Societe des Bollandistes, Bruxelles, BelgioSociete des Bollandistes

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    Condizione: Usato - Buono

    EUR 34,00

    EUR 21,02 spedizione 
    Spedito da Belgio a U.S.A.

    Quantità: 1 disponibile

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    Hard Cover. Condizione: Good. p. 532 Size: 8vo - over 7¾" - 9¾" tall.

  • Condizione: Nuovo

    EUR 89,85

    EUR 14,77 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 2 disponibili

    Paperback. Condizione: Brand New. 01 edition. 235 pages. 9.75x7.00x0.50 inches. In Stock.

  • Lingua: Olandese

    Editore: Wolters Kluwer, 2011

    9013096654 / 9789013096651

    • Rilegato

    Da: Kloof Booksellers & Scientia Verlag, Amsterdam, Paesi BassiKloof Booksellers & Scientia Verlag

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    Membro dell’associazione: NVVAILAB

    Condizione: Usato - Come nuovo

    EUR 38,95

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    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Condizione: as new. Deventer : Kluwer, 2011. Hardcover. xv, 404 pp. (Serie onderneming en recht ; deel 66). Condition : as new copy. ISBN 9789013096651. Keywords : RECHT, Serie onderneming & recht ondernemingsrecht.

  • Condizione: Nuovo

    EUR 269,57

    EUR 14,77 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 2 disponibili

    Hardcover. Condizione: Brand New. 01 edition. 235 pages. 10.00x7.00x0.75 inches. In Stock.

  • Lingua: Olandese

    Editore: Verloren b.v., uitgeverij, 2012

    9087042876 / 9789087042875

    • Brossura

    Da: Mooney's bookstore, Den Helder, Paesi BassiMooney's bookstore

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    Condizione: Usato - Molto buono

    EUR 73,30

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    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Condizione: Very Good.

  • Lingua: Inglese

    7111709500 / 9787111709503

    • Brossura

    Da: liu xing, Nanjing, JS, Cinaliu xing

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    Condizione: Nuovo

    EUR 105,27

    EUR 16,08 spedizione 
    Spedito da Cina a U.S.A.

    Quantità: 3 disponibili

    paperback. Condizione: New. Language:Chinese.Paperback.Pub Date:2022-08 Pages:264 Publisher:Machinery Industry Press 150 Years of Management Innovation Theory and Practice Development Essentials. A book about how to innovate management. it introduces 50 important management innovations in the past 150 years. which is important and thought-provoking. The content includes management innovation and innovation process in human resource management. financial management. customer relationship management. etc. as well as the .…

  • Lingua: Olandese

    Editore: ThiemeMeulenhoff, 2014

    9006925667 / 9789006925661

    • Brossura

    Da: Mooney's bookstore, Den Helder, Paesi BassiMooney's bookstore

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    Condizione: Usato - Molto buono

    EUR 81,25

    EUR 14,95 spedizione 
    Spedito da Paesi Bassi a U.S.A.

    Quantità: 1 disponibile

    Condizione: Very Good.

  • Lingua: Inglese

    Editore: Sidestone Press Mai 2017, 2017

    9088904367 / 9789088904363

    • Brossura
    • Print on Demand

    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Condizione: Nuovo

    EUR 40,00

    EUR 23,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 2 disponibili

    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2021

    9088909121 / 9789088909122

    • Brossura
    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Condizione: Nuovo

    EUR 45,77

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904367 / 9789088904363

    • Brossura
    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

    Venditore con 5 stelle
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    Condizione: Nuovo

    EUR 45,77

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904367 / 9789088904363

    • Brossura
    • Print on Demand

    Da: moluna, Greven, Germaniamoluna

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    Condizione: Nuovo

    EUR 34,33

    EUR 48,99 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: Più di 20 disponibili

    Kartoniert / Broschiert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.Vide.…

  • Lingua: Inglese

    Editore: Sidestone Press Mai 2017, 2017

    9088904367 / 9789088904363

    • Brossura
    • Print on Demand

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Condizione: Nuovo

    EUR 40,00

    EUR 60,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904367 / 9789088904363

    • Brossura
    • Print on Demand

    Da: preigu, Osnabrück, Germaniapreigu

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    Condizione: Nuovo

    EUR 35,70

    EUR 70,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 5 disponibili

    Taschenbuch. Condizione: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Taschenbuch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904363 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2021

    908890913X / 9789088909139

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    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Condizione: Nuovo

    EUR 102,31

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Buch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904375 / 9789088904370

    • Rilegato
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    Da: moluna, Greven, Germaniamoluna

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    Condizione: Nuovo

    EUR 94,00

    EUR 48,99 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: Più di 20 disponibili

    Gebunden. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings.Vide.…

  • Lingua: Inglese

    Editore: Sidestone Press Mai 2017, 2017

    9088904375 / 9789088904370

    • Rilegato
    • Print on Demand

    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Condizione: Nuovo

    EUR 120,00

    EUR 23,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 2 disponibili

    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904375 / 9789088904370

    • Rilegato
    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Condizione: Nuovo

    EUR 127,14

    EUR 35,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibile

    Buch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.…

  • Lingua: Inglese

    Editore: Sidestone Press, 2017

    9088904375 / 9789088904370

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    Da: preigu, Osnabrück, Germaniapreigu

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    Condizione: Nuovo

    EUR 97,50

    EUR 70,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 5 disponibili

    Buch. Condizione: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Buch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904370 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.

  • Lingua: Inglese

    Editore: Sidestone Press Mai 2017, 2017

    9088904375 / 9789088904370

    • Rilegato
    • Print on Demand

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Condizione: Nuovo

    EUR 120,00

    EUR 60,00 spedizione 
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    Buch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.…