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Titlebook: Game History and the Local; Melanie Swalwell Book 2021 The Editor(s) (if applicable) and The Author(s), under exclusive license to Springe

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樓主: 可怖
31#
發(fā)表于 2025-3-26 21:03:51 | 只看該作者
The Swedish Game Development History: The Founders and the Social Structure,onal game industries by utilising a mixed methodological approach. The study is based on two different types of primary data, a longitudinal database and interviews with representatives active within the Swedish industry in the early 1990s.
32#
發(fā)表于 2025-3-27 05:00:54 | 只看該作者
On Footwork: Finding the Local in American Video Game History, and doing local research using methods such as oral history. This chapter offers a personal case study on doing U.S. video game history from a regionalist perspective, focusing on the author’s fieldwork in Oakhurst, California, compiling source material for a research project on the computer game company Sierra On-Line.
33#
發(fā)表于 2025-3-27 05:19:46 | 只看該作者
Book 2021 gameplay; comparative reception studies of a platform; the erasure of cultural markers; the localization of games; and perspectives on the future development of ‘local’ game history..Chapters 1 and 12 are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com..
34#
發(fā)表于 2025-3-27 12:03:28 | 只看該作者
https://doi.org/10.1007/978-981-19-6937-9Drawing on the author’s research into fragmented, heterogeneous ‘local’ contexts, this chapter explores analogies between local/global game histories and micro and macro (or global) approaches to history, to imagine a heterodox game historiography, conceived as one which undermines old orthodoxies whilst refusing new ones.
35#
發(fā)表于 2025-3-27 13:57:19 | 只看該作者
,Heterodoxy in Game History: Towards More ‘Connected Histories’,Drawing on the author’s research into fragmented, heterogeneous ‘local’ contexts, this chapter explores analogies between local/global game histories and micro and macro (or global) approaches to history, to imagine a heterodox game historiography, conceived as one which undermines old orthodoxies whilst refusing new ones.
36#
發(fā)表于 2025-3-27 17:51:39 | 只看該作者
37#
發(fā)表于 2025-3-28 00:58:06 | 只看該作者
38#
發(fā)表于 2025-3-28 03:30:49 | 只看該作者
39#
發(fā)表于 2025-3-28 10:03:09 | 只看該作者
Quivers and their representations,stry in the 1990s related to the social composition and background of the individuals forming and working within the game industry. This includes a closer look at the gender structure within the Swedish industry. This chapter will take an alternative approach to studying the history of local or nati
40#
發(fā)表于 2025-3-28 11:04:04 | 只看該作者
https://doi.org/10.1007/978-3-642-91479-9early 1990s. They analyse how the gaming memories are recollected and attached to particular places. According to Suominen and Sivula, the gaming identity is built around homes, but on the other hand, the domestic gaming is extended in public and mobile environments.
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