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Historia Ludens最新文献

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The Great History Conundrum 伟大的历史难题
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-5
A. Moseley
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引用次数: 0
A Quantitative Study of Historical Video Games (1981–2015) 历史电子游戏的定量研究(1981-2015)
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-1
Yannick Rochat
In this chapter, I provide a survey of a large number of historical video games released between 1981 and 2015. For this purpose, I use as proxy a database composed of 1,690 video games released in that interval. It was created—and is still maintained—by an online community called HistoriaGames. I discuss in this chapter the potential biases of working with a database built externally. Eventually, I provide a descriptive analysis of this set of historical video games with a focus on the distribution of video games over release dates, platforms, genres, historical periods, and historical events.
在这一章中,我将提供1981年至2015年间发行的大量历史电子游戏的调查。为此,我使用了一个包含在此期间发行的1,690款电子游戏的数据库作为代理。它是由一个名为HistoriaGames的在线社区创建的,目前仍在维护。在本章中,我将讨论使用外部构建的数据库的潜在偏差。最后,我将对这组历史电子游戏进行描述性分析,重点关注电子游戏的发行日期、平台、类型、历史时期和历史事件。
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引用次数: 4
Arnold Hendrick on Darklands 阿诺德·亨德里克在黑暗之地
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-14
Matt Barton, Arnold Hendrick
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引用次数: 0
History, Fandom, and Online Game Communities 历史、粉丝圈和在线游戏社区
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-12
N. Webber, E. C. Stevens
Historical activity around persistent online game environments such as EVE Online and EverQuest is significant and ongoing, particularly as these games age. A wide range of attempts have been made to capture and concentrate tales of those experiences which players have considered significant. Yet as with all historical work, attempts to curate and represent the history of a community are political and often contested. Projects can be compromised by competing interests and by differing perceptions of what does or does not ‘count’ as history. The distinctions made in this online historical work evoke the debates of contemporary public history: issues of ownership, power and acceptability are central, and the outputs of this historical activity are varied, constituting a short forum thread collecting player reminiscences in one instance, for example, compared with a book-length piece of self-consciously historical writing in another. Yet they also parallel debates within the space of fan studies. This chapter discusses the tension between fandom and history that exists in player communities by examining fanworks as forms of historical work.
围绕《EVE online》和《EverQuest》等持久在线游戏环境的历史活动是非常重要且持续的,特别是随着这些游戏的发展。为了捕捉和集中玩家认为有意义的体验故事,开发者进行了各种尝试。然而,与所有的历史工作一样,试图整理和呈现一个社区的历史是政治性的,而且经常受到争议。项目可能会因利益冲突和对历史的不同看法而受到损害。在这个在线历史作品中所做的区别唤起了当代公共历史的辩论:所有权,权力和可接受性的问题是中心,这一历史活动的输出是多种多样的,例如,在一个例子中构成一个简短的论坛线程,收集玩家的回忆,而在另一个例子中,形成一本书长度的自我意识的历史写作。然而,它们也与粉丝研究领域的争论平行。本章通过分析同人作品作为历史作品的形式来讨论玩家社区中存在的同人与历史之间的紧张关系。
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引用次数: 0
‘The British Empire Would Gain New Strength from Nursery Floors’ “大英帝国将从幼儿园地板上获得新的力量”
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-2
Holly Nielsen
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引用次数: 0
Respawning the Past 重生过去
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-8
R. Whitaker
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引用次数: 0
Shooting for Accuracy 精准射击
Pub Date : 2019-08-30 DOI: 10.4324/9780429345616-15
L. Traynor, J. Ferguson
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引用次数: 0
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Historia Ludens
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