Lorber / Zimmermann | History in Games | E-Book | sack.de
E-Book

E-Book, Englisch, Band 12, 284 Seiten, Format (B × H): 148 mm x 225 mm

Reihe: Bild und Bit. Studien zur digitalen Medienkultur

Lorber / Zimmermann History in Games

Contingencies of an Authentic Past
1. Auflage 2020
ISBN: 978-3-8394-5420-6
Verlag: transcript
Format: PDF
Kopierschutz: 1 - PDF Watermark

Contingencies of an Authentic Past

E-Book, Englisch, Band 12, 284 Seiten, Format (B × H): 148 mm x 225 mm

Reihe: Bild und Bit. Studien zur digitalen Medienkultur

ISBN: 978-3-8394-5420-6
Verlag: transcript
Format: PDF
Kopierschutz: 1 - PDF Watermark



1. Why did You choose this topic?

Discussions about the authenticity of historical game worlds are as old as the field of research itself. In recent years, however, this discussion has gained momentum in historical game studies because the concept of authenticity has been further developed and emancipated from the idea of factuality and accuracy. In November 2019, a section at the 10th Clash of Realities conference in Cologne consequently devoted itself to this topic. This is the origin of the volume.

2. What new perspectives does your book offer?

The volume shows how the concept of authenticity can be productively used in historical game studies. The central thread running through the volume is that authenticity is fundamentally political and that discussions about what is considered or perceived as authentic must always have power structures in mind. The book contains both fundamental theoretical contributions and concrete examples of game analysis showing how authenticity manifests itself in games and the discussions surrounding them.

3. What makes your topic relevant for current research debates?

Historical game studies increasingly ask how, why and to what effect historical imagery manifests itself in games. Of particular interest are the expectations of the players and the objectives of the developers. Both are inextricably linked to an idea of authenticity that is negotiated between these parties. The present volume thus contributes to the understanding of a key concept without which historical games and their contexts of production and reception can only be inadequately described.

4. Choose one person you would like to discuss your book with!

I would love to discuss our anthology with Maxime Durand. Maxime works as a so-called "franchise historian" on the Assassin's Creed series at the game company Ubisoft. I am convinced that as game researchers we can especially benefit from the insights of game developers. Their perspective on authenticity may often differ from a scientific understanding, but it is invaluable for understanding how globally successful historical worlds are created.

5. Your book summary in one sentence:

The anthology positions authenticity as a highly dynamic, always contested, and inherently political term in historical game studies.

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Weitere Infos & Material


Zimmermann, Felix
Felix Zimmermann (Dr.) ist Referent für Games-Kultur, politische Bildung und Extremismus bei der Bundeszentrale für politische Bildung.

Martin Lorber (M.A.) studied musicology, philosophy and anthropology at the University of Cologne. He is co-founder of the Clash of Realities conference and teaches at the University of Cologne.
Felix Zimmermann (M.A.) is a doctoral candidate at the a.r.t.e.s. Graduate School for the Humanities Cologne. His research focuses on experience-based engagements with the past and especially on the atmospheric potential of digital games and its implications for questions of authenticity. He is a member of the group 'Geschichtswissenschaft und Digitale Spiele' (AKGWDS).



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