Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: New.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: As New. Unread book in perfect condition.
Language: English
Published by Bloomsbury Publishing PLC, GB, 2022
ISBN 10: 1350201642 ISBN 13: 9781350201644
Seller: Rarewaves.com USA, London, LONDO, United Kingdom
US$ 55.08
Quantity: Over 20 available
Add to basketPaperback. Condition: New. Drawing on the rich archives of the Court of Justice of Cochin, a main settlement of the Dutch East India Company, this book presents ten court cases that deal with themes of enslavement and 'enslavebility'. Offering detailed insights into interrogations and testimonies, they paint a unique picture of the complex historical realities in which processes of enslavement and relations of slavery were shaped. Each original Dutch transcript is followed by an English translation, shedding light on the interactions between local systems of bondage and global systems of commodified slavery, and providing a new perspective on the global history of slavery.Analysing slavery in the Indian Ocean and South Asia, these case studies examine the dynamics of bondage, caste and social control, while offering a counterpoint to the traditional focus on Atlantic slavery.
Language: English
Published by Bloomsbury Publishing, 2022
ISBN 10: 1350201642 ISBN 13: 9781350201644
Seller: Majestic Books, Hounslow, United Kingdom
Condition: New.
Seller: Books From California, Simi Valley, CA, U.S.A.
hardcover. Condition: Very Good. Cover and edges may have some wear.
Language: English
Published by Bloomsbury Publishing, 2022
ISBN 10: 1350201642 ISBN 13: 9781350201644
Seller: Biblios, Frankfurt am main, HESSE, Germany
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Seller: Ria Christie Collections, Uxbridge, United Kingdom
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Add to basketCondition: New. In.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Add to basketCondition: New.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
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Add to basketCondition: As New. Unread book in perfect condition.
Language: English
Published by Bloomsbury USA Academic, 2022
ISBN 10: 1350201642 ISBN 13: 9781350201644
Seller: Revaluation Books, Exeter, United Kingdom
US$ 80.57
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Add to basketPaperback. Condition: Brand New. 328 pages. 9.21x6.14x1.00 inches. In Stock.
Seller: UK BOOKS STORE, London, LONDO, United Kingdom
Paperback. Condition: New. Brand New! Fast Delivery This is an International Edition and ship within 24-48 hours. Deliver by FedEx and Dhl, & Aramex, UPS, & USPS and we do accept APO and PO BOX Addresses. Order can be delivered worldwide within 7-12 days and we do have flat rate for up to 2LB. Extra shipping charges will be requested if the Book weight is more than 5 LB. This Item May be shipped from India, United states & United Kingdom. Depending on your location and availability.
Language: English
Published by Bloomsbury Publishing PLC, GB, 2022
ISBN 10: 1350201642 ISBN 13: 9781350201644
Seller: Rarewaves.com UK, London, United Kingdom
US$ 52.60
Quantity: Over 20 available
Add to basketPaperback. Condition: New. Drawing on the rich archives of the Court of Justice of Cochin, a main settlement of the Dutch East India Company, this book presents ten court cases that deal with themes of enslavement and 'enslavebility'. Offering detailed insights into interrogations and testimonies, they paint a unique picture of the complex historical realities in which processes of enslavement and relations of slavery were shaped. Each original Dutch transcript is followed by an English translation, shedding light on the interactions between local systems of bondage and global systems of commodified slavery, and providing a new perspective on the global history of slavery.Analysing slavery in the Indian Ocean and South Asia, these case studies examine the dynamics of bondage, caste and social control, while offering a counterpoint to the traditional focus on Atlantic slavery.
Seller: Ria Christie Collections, Uxbridge, United Kingdom
US$ 162.64
Quantity: Over 20 available
Add to basketCondition: New. In.
Language: English
Published by Bloomsbury USA Academic, 2020
ISBN 10: 1350122351 ISBN 13: 9781350122352
Seller: Revaluation Books, Exeter, United Kingdom
US$ 268.48
Quantity: 2 available
Add to basketHardcover. Condition: Brand New. 320 pages. 9.25x6.50x1.00 inches. In Stock.
Seller: moluna, Greven, Germany
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Explore the complex and creative interplay between video games and humanity s past.A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural e.
Seller: moluna, Greven, Germany
Kartoniert / Broschiert. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.
Language: English
Published by Sidestone Press Nov 2021, 2021
ISBN 10: 9088909121 ISBN 13: 9789088909122
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present. Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans¿ voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents 1. Introduction Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. Boom Part I: Narratives in and of Video Games 2. The Role of Historical Research and ¿Historical Accuracy¿ in Where the Water Tastes Like Wine Johnnemann Nordhagen 3. Their Memory: Exploring Veterans¿ Voices Iain Donald, Emma Houghton and Kenneth Scott-Brown 4. The Desolation of Vixens John Aycock and Hayden Kroepfl 5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain Dennis Jansen Part II: Representations and Intersectionality in Video Games 6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ¿Immersion¿ in Video Games Mata Haggis-Burridge 7. ¿Transcending History and the World¿: Ancient Greece and Rome in Versus Fighting Video Games Dunstan Lowe 8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation Ashlee Bird 9. Fork in the Road: Consuming and Producing Video Game Cartographies Florence Smith Nicholls Part III: Historical Research and Learning through Video Games 10. Scholarly History through Digital Games: Pedagogical Practice as Research Method Robert Houghton 11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools Juan Hiriart 12. Gaming the Past: Video Games and Historical Literacy in the College Classroom Jeffrey Lawler and Sean Smith 13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games George L. Vlachos 14. Stories Around the Campfire The Interactive Past Community (Curated by Csilla E. Ariese)Books on Demand GmbH, Überseering 33, 22297 Hamburg 210 pp. Englisch.
Seller: AHA-BUCH GmbH, Einbeck, Germany
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: Neu. Return to the Interactive Past | Csilla E. Ariese-Vandemeulebroucke (u. a.) | Taschenbuch | Englisch | 2021 | Sidestone Press | EAN 9789088909122 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.
Language: English
Published by Sidestone Press Nov 2021, 2021
ISBN 10: 908890913X ISBN 13: 9789088909139
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Germany
Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese) 210 pp. Englisch.
Seller: moluna, Greven, Germany
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Explore the complex and creative interplay between video games and humanity s past.A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural e.
Seller: preigu, Osnabrück, Germany
Buch. Condition: Neu. Return to the Interactive Past | Csilla E. Ariese-Vandemeulebroucke (u. a.) | Buch | Englisch | 2021 | Sidestone Press | EAN 9789088909139 | Verantwortliche Person für die EU: preigu GmbH & Co. KG, Lengericher Landstr. 19, 49078 Osnabrück, mail[at]preigu[dot]de | Anbieter: preigu Print on Demand.
Language: English
Published by Sidestone Press Nov 2021, 2021
ISBN 10: 908890913X ISBN 13: 9789088909139
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germany
Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans¿ voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and ¿Historical Accuracy¿ in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans¿ VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring ¿Immersion¿ in Video GamesMata Haggis-Burridge7. ¿Transcending History and the World¿: Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese)Books on Demand GmbH, Überseering 33, 22297 Hamburg 210 pp. Englisch.
Seller: AHA-BUCH GmbH, Einbeck, Germany
Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans' voices to make a video game that is not about combat How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations Could hacking be a way to decolonize games and counter harmful stereotypes When archaeologists study games, what kinds of maps do they draw for their digital fieldwork And in which ways could we teach history through playing games and game-making Contents1. IntroductionAngus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout and Krijn H.J. BoomPart I: Narratives in and of Video Games2. The Role of Historical Research and 'Historical Accuracy' in Where the Water Tastes Like WineJohnnemann Nordhagen3. Their Memory: Exploring Veterans' VoicesIain Donald, Emma Houghton and Kenneth Scott-Brown4. The Desolation of VixensJohn Aycock and Hayden Kroepfl5. The Final Word How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red MountainDennis JansenPart II: Representations and Intersectionality in Video Games6. Personal and Social Recent History in Fragments of Him: Defining and Exploring 'Immersion' in Video GamesMata Haggis-Burridge7. 'Transcending History and the World': Ancient Greece and Rome in Versus Fighting Video GamesDunstan Lowe8. Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming RepresentationAshlee Bird9. Fork in the Road: Consuming and Producing Video Game CartographiesFlorence Smith NichollsPart III: Historical Research and Learning through Video Games10. Scholarly History through Digital Games: Pedagogical Practice as Research MethodRobert Houghton11. Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary SchoolsJuan Hiriart12. Gaming the Past: Video Games and Historical Literacy in the College ClassroomJeffrey Lawler and Sean Smith13. Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video GamesGeorge L. Vlachos14. Stories Around the CampfireThe Interactive Past Community (Curated by Csilla E. Ariese).