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Playing at the world : a history of simulating wars, people and fantastic adventures, from chess to role-playing games / Jon Peterson.

Por: Tipo de material: TextoTextoSeries History/Popular Culture (Unreason Press)Editor: San Diego : Unreason Press, 2016Fecha de copyright: ©2012. Edición: Thrid printing, june 2014, [reimpresión]Descripción: xx, 698 páginas : ilustraciones blanco y negro ; 26 cmTipo de contenido:
  • texto
Tipo de medio:
  • sin mediación
Tipo de soporte:
  • volumen
ISBN:
  • 9780615642048
  • 0615642047
Otro título:
  • History of simulating wars, people and fantastic adventures, from chess to role-playing games [Parte del título]
Tema(s): Clasificación LoC:
  • GV 1469.6 P48.2016
Resumen: Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.
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Libros Biblioteca Francisco Xavier Clavigero Acervo Acervo General GV 1469.6 P48.2016 (Navegar estantería(Abre debajo)) ej. 1 Disponible UIA156605

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Explore the conceptual origins of wargames and role-playing games in this unprecedented history of simulating the real and the impossible. From a vast survey of primary sources ranging from eighteenth-century strategists to modern hobbyists, Playing at the World distills the story of how gamers first decided fictional battles with boards and dice, and how they moved from simulating wars to simulating people. The invention of role-playing games serves as a touchstone for exploring the ways that the literary concept of character, the lure of fantastic adventure and the principles of gaming combined into the signature cultural innovation of the late twentieth century.