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
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Adam Chapman
302 pages • first pub 2016 (editions)
ISBN/UID: 9781138841628
Format: Hardcover
Language: English
Publisher: Routledge
Publication date: 16 May 2016
Description
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Throug...
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
—
Adam Chapman
302 pages • first pub 2016 (editions)
ISBN/UID: 9781138841628
Format: Hardcover
Language: English
Publisher: Routledge
Publication date: 16 May 2016
Description
This book provides the first in-depth exploration of video games as history. Chapman puts forth five basic categories of analysis for understanding historical video games: simulation and epistemology, time, space, narrative, and affordance. Throug...