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Video games and World War II: The conflict in virtual representations
Details
This work presents questions about the image of the Second World War (1939-1945) conveyed through electronic games such as 'Wolfenstein 3D', the first two 'Medal of Honor', 'Battlefield 1942' and the classics of the 'Call of Duty' franchise. To this end, a survey of theoretical-methodological sources is used, which involves a detailed reading of the elements present in the characteristics of the covers, prints and specific contexts of the games presented. This means that, as well as presenting a brief history of video games, questions are identified about the representations of combatants on both sides of the war, such as their arsenals, battle scenarios, anachronisms and historical errors, making this work essential reading for gamers, history buffs and historians of electronic games.
Autorentext
Cássio Remus de Paula is a historian with a Master's and Bachelor's degree from the State University of Ponta Grossa and the author of several research projects on videogames, science fiction and 20th century conflicts, as well as being responsible for the 'Videogames: History and Culture' website.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09786208407865
- Sprache Englisch
- Größe H220mm x B220mm x T150mm
- Jahr 2024
- EAN 9786208407865
- Format Kartonierter Einband
- ISBN 978-620-8-40786-5
- Titel Video games and World War II: The conflict in virtual representations
- Autor Cássio Remus de Paula
- Untertitel An iconographic and iconological study of electronic games dealing with the war between the Axis and the Allies
- Herausgeber Our Knowledge Publishing
- Anzahl Seiten 88
- Genre History