Skip to content
Welcome To Our Store.
100,000+ Products for Home, Medical, Office & Classroom Needs
Search
Skip to product information
1 of 1

Playing at War: Identity and Memory in Civil War Video Games - Hardcover

$105.30 USD
$105.30 USD
Sale Sold out
Shipping calculated at checkout.
In stock (100 units), ready to be shipped

Available Offers

Fastest Delivery Tomorrow With Vip DealOrder within 1 hr 8 mins.

Instant 10% Discount On HDFC Banks Credit/Debit Cards EMI and CreditCard

Secure checkout with
  • American Express
  • Apple Pay
  • Diners Club
  • Discover
  • Google Pay
  • Mastercard
  • PayPal
  • Shop Pay
  • Visa

Flight Range: Up to 1,000 meters (3,280 feet)

Maximum Speed: 45 kilometers per hour (28 miles per hour)

For all orders exceeding a value of 100USD shipping is offered for free.

Returns will be accepted for up to 10 days of Customer’s receipt or tracking number on unworn items. You, as a Customer, are obliged to inform us via email before you return the item.

Otherwise, standard shipping charges apply. Check out our delivery Terms & Conditions for more details.

View Product Details
Shopping cart
Product Product subtotal Quantity Price Product subtotal
Playing at War: Identity and Memory in Civil War Video Games - Hardcover
Playing at War: Identity and Memory in Civil War Video Games - Hardcover
Playing at War: Identity and Memory in Civil War Video Games - Hardcover
$105.30/ea
$0.00
$105.30/ea $0.00

Product Description

by Patrick A. Lewis (Editor), James Hill Welborn (Editor), Matthew Christopher Hulbert (Editor)

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.

Author Biography

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.
Number of Pages: 356
Dimensions: 0.94 x 9 x 6 IN
Publication Date: September 19, 2024
you might like