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Playing at War
Playing at War
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A01=Blake Hill
A01=Daniel Farrell
A01=Holly Pinheiro
A01=James Frusetta
A01=John R. Legg
A01=Jonathan S. Jones
A01=Matthew Christopher Hulbert
A01=Matthew E. Stanley
Age Group_Uncategorized
Age Group_Uncategorized
Author_Blake Hill
Author_Daniel Farrell
Author_Holly Pinheiro
Author_James Frusetta
Author_John R. Legg
Author_Jonathan S. Jones
Author_Matthew Christopher Hulbert
Author_Matthew E. Stanley
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B01=James Hill Welborn III
B01=Patrick A. Lewis
Call of Juarez: Bound in Blood
Category1=Non-Fiction
Category=HBJK
Category=HBLL
Category=HBWJ
Category=JBCC1
Category=JFCA
Category=JHBS
Category=NHK
Category=NHWR3
COP=United States
Delivery_Delivery within 10-20 working days
design
eq_bestseller
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eq_isMigrated=0
eq_isMigrated=2
eq_nobargain
eq_non-fiction
eq_society-politics
historical settings
Language_English
mass culture
memory studies
national identity
North & South
Oregon Trail
PA=Available
popular consciousness
Price_€20 to €50
PS=Active
Red Dead Redemption
research methods
softlaunch
Steam
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videogaming
white supremacy
Product details
- ISBN 9780807183472
- Dimensions: 152 x 229mm
- Publication Date: 19 Sep 2024
- Publisher: Louisiana State University Press
- Publication City/Country: US
- Product Form: Paperback
- Language: English
Playing at War offers an innovative focus on Civil War video games as significant sites of memory creation, distortion, and evolution in popular culture. With fifteen essays by historians, the collection analyzes the emergence and popularity of video games that topically engage the period surrounding the American Civil War, from the earliest console games developed in the 1980s through the web-based games of the twenty-first century, including popular titles such as Red Dead Redemption 2 and War of Rights. Alongside discussions of technological capabilities and advances, as well as their impact on gameplay and content, the essays consider how these games engage with historical scholarship on the Civil War era, the degree to which video games reflect and contribute to popular understandings of the period, and how those dynamics reveal shifting conceptions of martial identity and historical memory within U.S. popular culture. Video games offer productive sites for extending the analysis of Civil War memory into the post Confederates in the Attic era, including the political and cultural moments of Obama and Trump, where overt expressions of Lost Cause memory were challenged and removed from schools and public spaces, then embraced by new manifestations of white supremacist organizations.
Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation's past.
Edited by Patrick A. Lewis and James Hill Welborn III, Playing at War traces the drift of Civil War memory into digital spaces and gaming cultures, encouraging historians to engage more extensively with video games as important cultural media for examining how contemporary Americans interact with the nation's past.
Patrick A. Lewis is the director of collections and research at the Filson Historical Society in Louisville, Kentucky, and the author of For Slavery and Union: Benjamin Buckner and Kentucky Loyalties in the Civil War.
James Hill Welborn III, associate professor of history at Georgia College and State University, is the author of Dueling Cultures, Damnable Legacies: Southern Violence and White Supremacy in the Civil War Era.
James Hill Welborn III, associate professor of history at Georgia College and State University, is the author of Dueling Cultures, Damnable Legacies: Southern Violence and White Supremacy in the Civil War Era.
Playing at War
€39.99
