Central and Eastern European Histories and Heritages in Video Games

Central and Eastern European Histories and Heritages in Video Games PDF Author: Michal Mochocki
Publisher:
ISBN: 9781003461326
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
"This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games - from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of videogames, the authors address how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies"--

Central and Eastern European Histories and Heritages in Video Games

Central and Eastern European Histories and Heritages in Video Games PDF Author: Michal Mochocki
Publisher:
ISBN: 9781003461326
Category : Games & Activities
Languages : en
Pages : 0

Get Book Here

Book Description
"This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games - from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of videogames, the authors address how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies"--

Central and Eastern European Histories and Heritages in Video Games

Central and Eastern European Histories and Heritages in Video Games PDF Author: Michał Mochocki
Publisher: Taylor & Francis
ISBN: 1040164579
Category : Games & Activities
Languages : en
Pages : 244

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Book Description
This book explores the representations of Central and Eastern European histories in digital games. Focusing on games that examine a range of national histories and heritages from across Central and Eastern Europe, the volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games – from postcolonialism to identity politics to heritage studies. The book includes chapters on Serbia, Poland, Ukraine, Russia, Belarus, Hungary, Estonia, Slovakia, Czechia, Finland, and (a Western guest with regional connections) Luxembourg. Through the lens of video games, the authors address how nations struggle with the legacies of war, colonialism, and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.

Zombies, Consumption, and Satire in Capcom’s Dead Rising

Zombies, Consumption, and Satire in Capcom’s Dead Rising PDF Author: Connor Jackson
Publisher: Taylor & Francis
ISBN: 1040268188
Category : Social Science
Languages : en
Pages : 129

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Book Description
This book explores the relationship between video games and satire through an in-depth examination of Capcom’s Dead Rising series, which alludes to, recontextualises, and builds upon George A. Romero’s filmic satire on American consumer culture, Dawn of the Dead. Proposing a taxonomy of videoludic satire, this book details how video games can communicate satire through their virtual environments, their characters, their audio, the way they frame the passage of time, and the outcomes of in-game choices that their players can make. By applying this taxonomy to the Dead Rising series, this book presents a compelling case for how video games can function as instruments for social commentary and indicators of ideological tensions. This unique and insightful study will interest students and scholars of media studies, video game studies, satire, visual culture, and zombie studies.

Game History and the Local

Game History and the Local PDF Author: Melanie Swalwell
Publisher: Springer Nature
ISBN: 3030664228
Category : Social Science
Languages : en
Pages : 246

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Book Description
This book brings together essays on game history and historiography that reflect on the significance of locality. Game history did not unfold uniformly and the particularities of space and place matter, yet most digital game and software histories are silent with respect to geography. Topics covered include: hyper-local games; temporal anomalies in platform arrival and obsolescence; national videogame workforces; player memories of the places of gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history. Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Games and Narrative: Theory and Practice

Games and Narrative: Theory and Practice PDF Author: Barbaros Bostan
Publisher: Springer Nature
ISBN: 3030815382
Category : Computers
Languages : en
Pages : 347

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Book Description
This book provides an introduction and overview of the rapidly evolving topic of game narratives, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings that illustrate the nature of it. The first section deals with narrative design and theory, the second section includes social and cultural studies on game narrative, the third section focuses on new technologies and approaches for the topic, the fourth section presents practices and case studies, and the final section provides industry cases from professionals.

Tourism and Heritage in the Chornobyl Exclusion Zone

Tourism and Heritage in the Chornobyl Exclusion Zone PDF Author: Magdalena Banaszkiewicz
Publisher: Taylor & Francis
ISBN: 1000625737
Category : Business & Economics
Languages : en
Pages : 212

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Book Description
Tourism and Heritage in the Chornobyl Exclusion Zone (CEZ) uses an ethnographic lens to explore the dissonances associated with the commodification of Chornobyl’s heritage. The book considers the role of the guides as experience brokers, focusing on the synergy between tourists and guides in the performance of heritage interpretation. Banaszkiewicz proposes to perceive tour guides as important actors in the bottom-up construction of heritage discourse contributing to more inclusive and participatory approach to heritage management. Demonstrating that the CEZ has been going through a dynamic transformation into a mass tourism attraction, the book offers a critical reflection on heritagisation as a meaning-making process in which the resources of the past are interpreted, negotiated, and recognised as a valuable legacy. Applying the concepts of dissonant heritage to describe the heterogeneous character of the CEZ, the book broadens the interpretative scope of dark tourism which takes on a new dimension in the context of the war in Ukraine. Tourism and Heritage in the Chornobyl Exclusion Zone argues that post-disaster sites such as Chornobyl can teach us a great deal about the importance of preserving cultural and natural heritage for future generations. The book will be of interest to academics and students who are engaged in the study of heritage, tourism, memory, disasters and Eastern Europe.

Archaeogaming

Archaeogaming PDF Author: Andrew Reinhard
Publisher: Berghahn Books
ISBN: 1785338749
Category : Social Science
Languages : en
Pages : 236

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Book Description
A general introduction to archeogaming describing the intersection of archaeology and video games and applying archaeological method and theory into understanding game-spaces. “[T]he author’s clarity of style makes it accessible to all readers, with or without an archaeological background. Moreover, his personal anecdotes and gameplay experiences with different game titles, from which his ideas often develop, make it very enjoyable reading.”—Antiquity Video games exemplify contemporary material objects, resources, and spaces that people use to define their culture. Video games also serve as archaeological sites in the traditional sense as a place, in which evidence of past activity is preserved and has been, or may be, investigated using the discipline of archaeology, and which represents a part of the archaeological record. From the introduction: Archaeogaming, broadly defined, is the archaeology both in and of digital games... As will be described in the following chapters, digital games are archaeological sites, landscapes, and artifacts, and the game-spaces held within those media can also be understood archaeologically as digital built environments containing their own material culture... Archaeogaming does not limit its study to those video games that are set in the past or that are treated as “historical games,” nor does it focus solely on the exploration and analysis of ruins or of other built environments that appear in the world of the game. Any video game—from Pac-Man to Super Meat Boy—can be studied archaeologically.

Role-play as a Heritage Practice

Role-play as a Heritage Practice PDF Author: Michal Mochocki
Publisher: Routledge
ISBN: 1000367657
Category : Art
Languages : en
Pages : 265

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Book Description
Role-play as a Heritage Practice is the first book to examine physically performed role-enactments, such as live-action role-play (LARP), tabletop role-playing games (TRPG), and hobbyist historical reenactment (RH), from a combined game studies and heritage studies perspective. Demonstrating that non-digital role-plays, such as TRPG and LARP, share many features with RH, the book contends that all three may be considered as heritage practices. Studying these role-plays as three distinct genres of playful, participatory and performative forms of engagement with cultural heritage, Mochocki demonstrates how an exploration of the affordances of each genre can be valuable. Showing that a player’s engagement with history or heritage material is always multi-layered, the book clarifies that the layers may be conceptualised simultaneously as types of heritage authenticity and as types of in-game immersion. It is also made clear that RH, TRPG and LARP share commonalities with a multitude of other media, including video games, historical fiction and film. Existing within, and contributing to, the fiction and non-fiction mediasphere, these role-enactments are shaped by the same large-scale narratives and discourses that persons, families, communities, and nations use to build memory and identity. Role-play as a Heritage Practice will be of great interest to academics and students engaged in the study of heritage, memory, nostalgia, role-playing, historical games, performance, fans and transmedia narratology.

1989 and the West

1989 and the West PDF Author: Eleni Braat
Publisher: Routledge
ISBN: 1351379925
Category : History
Languages : en
Pages : 229

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Book Description
Back in 1989, many anticipated that the end of the Cold War would usher in the ‘end of history’ characterized by the victory of democracy and capitalism. At the thirtieth anniversary of this momentous event, this book challenges this assumption. It studies the most recent era of contemporary European history in order to analyse the impact, consequences and legacy of the end of the Cold War for Western Europe. Bringing together leading scholars on the topic, the volume answers the question of how the end of the Cold War has affected Western Europe and reveals how it accelerated and reinforced processes that shaped the fragile (geo-)political and economic order of the continent today. In four thematic sections, the book analyses the changing position of Germany in Europe; studies the transformation of neoliberal capitalism; answers the question how Western Europe faced the geopolitical challenges after the Berlin Wall came down; and investigates the crisis of representative democracy. As such, the book provides a comprehensive and novel historical perspective on Europe since the late 1980s.

World War II Historical Reenactment in Poland

World War II Historical Reenactment in Poland PDF Author: Kamila Baraniecka-Olszewska
Publisher: Routledge
ISBN: 1000454371
Category : History
Languages : en
Pages : 146

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Book Description
This book explores the consequences of the latest political shifts in Central Eastern Europe: the rise of right-wing parties and, among other things, politics becoming more invested in history. These phenomena coincide and overlap with the democratisation of history by turning the past into a hot topic, persistently present in the public sphere and often evoking strong emotions. Ethnographic research (conducted in 2012-2016) focusing on how World War II reenactors experience the past serves as the basis to analyse the ways in which the group uses the widespread, often institutionalised interest in history to – on the one hand – become involved in debates on World War II and the remembrance thereof, and – on the other – to authentically experience this past. The volume therefore analyses how physical the process of creating and experiencing grassroots visions of the past is, and how these visions interact with the public discourse about the past. Reenactors’ ability to marry the often-contradictory orders of historical truth, authenticity, and representation is explored. Moreover, Baraniecka-Olszewska analyses how the reenactors overcome various obstacles on their way towards authentic experiences, performing history through their bodies.