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Playing at War

Playing at War : Identity and Memory in Civil War Video Games.

・ISBN 978-0-8071-8259-8 hard US$ 65.00

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・ISBN 978-0-8071-8347-2 paper US$ 40.00

¥9,372.- (税込) (※)価格はご注文時の参考価格となります。
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著者・編者Lewis, Patrick A. / Welborn, James Hill, III (eds.),
シリーズAmerican Wars and Popular Culture
出版社(Louisiana State U. Pr., US)
出版年月2024.09
ページ数356 pp.
言語ENG
ニュース番号<727-1064>

解説

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.