In this Book

summary
Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.

Table of Contents

  1. Cover
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  1. Title Page
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  1. Contents
  2. pp. v-vi
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  1. Preface and Acknowledgments
  2. pp. vii-viii
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  1. 1. Playing the Past: An Introduction
  2. pp. 1-16
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  1. Part I: Playing in the Past: Negotiating Nostalgia and Classic Gaming
  2. p. 17
  1. 2. Why Old School is "Cool": A Brief Analysis of Classic Video Game Nostalgia
  2. pp. 19-31
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  1. 3. Homesick for Silent Hill: Modalities of Nostalgia in Fan Responses to Silent Hill 4: The Room
  2. pp. 32-50
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  1. 4. Playing the Deja-New: “Plug it in and Play TV Games” and the Cultural Politics of Classic Gaming
  2. pp. 51-68
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  1. 5. Hacks, Mods, Easter Eggs, and Fossils: Intentionality and Digitalism in the Video Game
  2. pp. 69-90
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  1. 6. Screw the Grue: Mediality, Metalepsis, Recapture
  2. pp. 91-108
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  1. Part II: Playing and the Past: Understanding Media History and Video Games
  2. p. 109
  1. 7. Unlimited Minutes: Playing Games in the Palm of Your Hand
  2. pp. 111-125
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  1. 8. Visions and Revisions of the Hollywood Golden Age and America in the Thirties and Forties: Prince of Persia and Crimson Skies
  2. pp. 126-144
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  1. 9. Toward a New Sound for Games
  2. pp. 145-163
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  1. 10. Remembrance of Things Fast: Conceptualizing Nostalgic-Play in the Battlestar Galactica Video Game
  2. pp. 164-180
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  1. Part III: Playing with the Past: Nostalgia and Real History in Video Games
  2. p. 181
  1. 11. Just Less than Total War: Simulating World War II as Ludic Nostalgia
  2. pp. 183-200
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  1. 12. Performing the (Virtual) Past: Online Character Interpretation as Living History at Old Sturbridge Village
  2. pp. 201-214
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  1. 13. Documentary Games: Putting the Player in the Path of History
  2. pp. 215-238
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  1. 14. Of Puppets, Automatons, and Avatars: Automating the Reader-Player in Electronic Literature and Computer Games
  2. pp. 239-264
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  1. Contributors
  2. pp. 265-270
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  1. Index
  2. pp. 271-286
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Additional Information

ISBN
9780826592460
Related ISBN
9780826516008
MARC Record
OCLC
822041906
Pages
296
Launched on MUSE
2014-01-01
Language
English
Open Access
No
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