Boom a H E A (22 results)
More images- Softcover
Seller: Bookbot, Prague, Czech RepublicBookbot
Contact seller5-star sellerCondition: Used - Fine
£ 15.27
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Softcover. Condition: Fine. Abnutzung / Risse - leicht. Video games, a prominent cultural form today, have a complex relationship with history. Titles like Sid Meier's Civilization and Assassin's Creed, alongside indie games such as Never Alone, weave heritage and historical narratives into their design and gameplay. This integr…ation allows millions to engage with humanity's diverse past through interactive exploration and recreation. As video games embrace historical themes, they also emerge as a valuable field of study for disciplines focused on the past. They serve as innovative tools for knowledge dissemination and heritage communication, fostering theoretical and methodological advancements.The book features a range of contributors, including archaeologists, heritage scholars, and game developers, who examine the intersection of video games and history through unique writings. Topics include how game design can inform archaeological methods, leveraging games for impactful storytelling, and the archaeological study of games, including conservation challenges. The text also highlights a crowd-sourced chapter from Kickstarter backers, showcasing the community's involvement in its creation. These diverse examples illustrate how interactive play enriches our understanding of the past, making a compelling case for the reciprocal relationship between gaming and heritage.

- Softcover
Seller: Antiquariaat Parnassos vof, Wassenaar, NetherlandsAntiquariaat Parnassos vof
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£ 8.94
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Gebonden. Condition: Boek als nieuw. 284 pp. Enkele z/w illustraties. Register van personen en plaatsen. Serie: Werken van de Vereniging voor Nederlandse Kerkgeschiedenis nr. 3.
Published by Amsterdam, M.J. Portielje 1912 1912
- Hardcover
Seller: Antiquariaat Schot, Hendrik-Ido-Ambacht, NetherlandsAntiquariaat Schot
Contact seller5-star sellerCondition: Used
£ 8.23
£ 21.70 shippingShips from Netherlands to U.S.A.Quantity: 1 available
Original publisher's red cloth hardback, gilt title spine and frontcover, large 8vo: [iv], ij, 130pp., footnotes, bibliographical notes. Very fine copy. Added: Kaart promotie-diner, etc.

Published by W.J. Thieme & Cie, Zutphen 1949
Seller: Antiquariaat Parnassos vof, Wassenaar, NetherlandsAntiquariaat Parnassos vof
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£ 6.26
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Gebonden. Condition: Lichte gebruiksporen. 162 pp. 80 platen (1103 z/w afbeeldingen en 7 figuren in de tekst). Rug van de band een beetje verkleurd.

- Softcover
Seller: Scrinium Classical Antiquity, Aalten, NetherlandsScrinium Classical Antiquity
Contact seller5-star sellerCondition: Used
£ 31.24
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Sidestone Press, Leiden, 2017. 235p. Paperback. Video games, even though they are one of the present?s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier?s Civilization or Assassin?s Creed to innovative indies like Never Alone and Herald, game…s have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity?s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. (Publisher's information).

- Softcover
Seller: Emile Kerssemakers ILAB, Heerlen, NetherlandsEmile Kerssemakers ILAB
Contact seller5-star sellerCondition: Used
£ 8.05
£ 28.64 shippingShips from Netherlands to U.S.A.Quantity: 1 available
Wrappers (paperback) vi,190 pp.; 24 cm. - "Schoordijk Instituut. Centrum voor Procesrecht" Dutch text. (front cover sl. folded, sl. worn, although very good) Symposium gehouden op 27 mei 1994 te Tilburg. 499g.

- Hardcover
Seller: Mooney's bookstore, Den Helder, NetherlandsMooney's bookstore
Contact seller4-star sellerCondition: Used - Very good
£ 28.35
£ 12.97 shippingShips from Netherlands to U.S.A.Quantity: 1 available
Condition: Very good.

- Hardcover
Seller: Cotswold Internet Books, Cheltenham, United KingdomCotswold Internet Books
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£ 25.00
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Condition: Used - Very Good. VG hardback. Text in German. Stamp on front free endpaper; otherwise a bright, tidy copy in tight binding. Deep green cloth with gilt lettering on front board and spine. This is a heavy book (about 2.5 kg packed); additional postage may be required.

- Softcover
Seller: Revaluation Books, Exeter, , United KingdomRevaluation Books
Contact seller5-star sellerCondition: New
£ 73.82
£ 12.50 shippingShips from United Kingdom to U.S.A.Quantity: 2 available
Paperback. Condition: Brand New. 01 edition. 235 pages. 9.75x7.00x0.50 inches. In Stock.
Tijdschrift voor zeewezen en watersport "Het Nederlandsche Zeewezen", waarin opgenomen de 25ste jaargang van "Het Nederlandsche zeewezen", de 7de jaargang van "Ons element'. Tijdschrift van de Vereeniging 'Het Nederlandsche Zeewezen' - 5e jaargang - No 1-26
Boom, C.A.G. van deer; H.C.A. van Kampen; A.L.E. Rambonnet (red.)
Published by Van Munster's Uitgevers-Maatschappij, Amsterdam, 1926 1926
Seller: Antiquariaat Berger & De Vries, Groningen, , NetherlandsAntiquariaat Berger & De Vries
Contact seller5-star sellerCondition: Used
£ 26.82
£ 17.36 shippingShips from Netherlands to U.S.A.Quantity: 1 available
Samengebonden in originele linnen uitgeversband. Originele voorbladen meegebonden. Doorlopende paginering. Ills in zwart-wit. 624 pp. -(Roest op de pagina's, een lichte verticale vouw door het gehele blok, maar het geheel is in goede conditie.).

- Hardcover
Seller: Revaluation Books, Exeter, , United KingdomRevaluation Books
Contact seller5-star sellerCondition: New
£ 221.46
£ 12.50 shippingShips from United Kingdom to U.S.A.Quantity: 2 available
Hardcover. Condition: Brand New. 01 edition. 235 pages. 10.00x7.00x0.75 inches. In Stock.
- Softcover
Seller: Goltzius, Lisse, , NetherlandsGoltzius
Contact seller5-star sellerCondition: Used
£ 25.70
£ 27.60 shippingShips from Netherlands to U.S.A.Quantity: 1 available
102pp. Offprint from Nederlandse Historische Bronnen. original softcover paper binding.

- Softcover
- Print on Demand
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, , GermanyBuchWeltWeit Ludwig Meier e.K.
Contact seller5-star sellerCondition: New
£ 35.76
£ 19.96 shippingShips from Germany to U.S.A.Quantity: 2 available
Taschenbuch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to i…nnovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.

- Softcover
- Print on Demand
Seller: moluna, Greven, , Germanymoluna
Contact seller5-star sellerCondition: New
£ 30.69
£ 42.52 shippingShips from Germany to U.S.A.Quantity: Over 20 available
Kartoniert / Broschiert. Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games…and the past in a series of unique and engaging writings.Vide.

- Softcover
- Print on Demand
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000
Contact seller5-star sellerCondition: New
£ 35.76
£ 52.07 shippingShips from Germany to U.S.A.Quantity: 1 available
Taschenbuch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innov…ative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.

- Softcover
- Print on Demand
Seller: preigu, Osnabrück, Germanypreigu
Contact seller5-star sellerCondition: New
£ 31.91
£ 60.75 shippingShips from Germany to U.S.A.Quantity: 5 available
Taschenbuch. Condition: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Taschenbuch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904363 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.

- Softcover
- Print on Demand
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
Contact seller5-star sellerCondition: New
£ 38.06
£ 55.07 shippingShips from Germany to U.S.A.Quantity: 1 available
Taschenbuch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innova…tive indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.

- Hardcover
- Print on Demand
Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, , GermanyBuchWeltWeit Ludwig Meier e.K.
Contact seller5-star sellerCondition: New
£ 107.27
£ 19.96 shippingShips from Germany to U.S.A.Quantity: 2 available
Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovati…ve indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa. 236 pp. Englisch.

- Hardcover
- Print on Demand
Seller: moluna, Greven, , Germanymoluna
Contact seller5-star sellerCondition: New
£ 84.03
£ 42.52 shippingShips from Germany to U.S.A.Quantity: Over 20 available
Condition: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series…of unique and engaging writings.Vide.

- Hardcover
- Print on Demand
Seller: preigu, Osnabrück, Germanypreigu
Contact seller5-star sellerCondition: New
£ 87.16
£ 60.75 shippingShips from Germany to U.S.A.Quantity: 5 available
Buch. Condition: Neu. The Interactive Past | Angus A. A. Mol (u. a.) | Buch | 236 S. | Englisch | 2017 | Sidestone Press | EAN 9789088904370 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu Print on Demand.

- Hardcover
- Print on Demand
Seller: buchversandmimpf2000, Emtmannsberg, BAYE, Germanybuchversandmimpf2000
Contact seller5-star sellerCondition: New
£ 107.27
£ 52.07 shippingShips from Germany to U.S.A.Quantity: 1 available
Buch. Condition: Neu. This item is printed on demand - Print on Demand Titel. Neuware -Video games, even though they are one of the present¿s quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier¿s Civilization or Assassin¿s Creed to innovative i…ndies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity¿s diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers ¿ including archaeologists, heritage scholars, game creators, conservators and more ¿ who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.Books on Demand GmbH, Überseering 33, 22297 Hamburg 236 pp. Englisch.

- Hardcover
- Print on Demand
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
Contact seller5-star sellerCondition: New
£ 108.55
£ 55.94 shippingShips from Germany to U.S.A.Quantity: 1 available
Buch. Condition: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative in…dies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations.The Interactive Past brings together a diverse group of thinkers - including archaeologists, heritage scholars, game creators, conservators and more - who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.