Virtual History: Alternatives And Counterfactuals


Book Description

What if there had been no American War of Independence? What if Hitler had invaded Britain? What if Kennedy had lived? What if Russia had won the Cold War? Niall Ferguson, author of the highly acclaimed The Pity of War, leads the charge in this historically rigorous series of separate voyages into “imaginary time” and provides far-reaching answers to these intriguing questions.Ferguson's brilliant 90-page introduction doubles as a manifesto on the methodology of counter-factual history. His equally masterful afterword traces the likely historical ripples that would have proceeded from the maintenance of Stuart rule in England. This breathtaking narrative gives us a convincing, detailed “alternative history” of the West—from the accession of “James III” in 1701, to a Nazi-occupied England, to a U.S. Prime Minister Kennedy who lives to complete his term.




Virtual History


Book Description

Virtual History examines many of the most popular historical video games released over the last decade and explores their portrayal of history. The book looks at the motives and perspectives of game designers and marketers, as well as the societal expectations addressed, through contingency and determinism, economics, the environment, culture, ethnicity, gender, and violence. Approaching videogames as a compelling art form that can simultaneously inform and mislead, the book considers the historical accuracy of videogames, while also exploring how they depict the underlying processes of history and highlighting their strengths as tools for understanding history. The first survey of the historical content and approach of popular videogames designed with students in mind, it argues that games can depict history and engage players with it in a useful way, encouraging the reader to consider the games they play from a different perspective. Supported by examples and screenshots that contextualize the discussion, Virtual History is a useful resource for students of media and world history as well as those focusing on the portrayal of history through the medium of videogames.




Metropolis


Book Description

In a captivating tour of cities famous and forgotten, acclaimed historian Ben Wilson tells the glorious, millennia-spanning story how urban living sparked humankind's greatest innovations. “A towering achievement.... Reading this book is like visiting an exhilarating city for the first time—dazzling.” —The Wall Street Journal During the two hundred millennia of humanity’s existence, nothing has shaped us more profoundly than the city. From their very beginnings, cities created such a flourishing of human endeavor—new professions, new forms of art, worship and trade—that they kick-started civilization. Guiding us through the centuries, Wilson reveals the innovations nurtured by the inimitable energy of human beings together: civics in the agora of Athens, global trade in ninth-century Baghdad, finance in the coffeehouses of London, domestic comforts in the heart of Amsterdam, peacocking in Belle Époque Paris. In the modern age, the skyscrapers of New York City inspired utopian visions of community design, while the trees of twenty-first-century Seattle and Shanghai point to a sustainable future in the age of climate change. Page-turning, irresistible, and rich with engrossing detail, Metropolis is a brilliant demonstration that the story of human civilization is the story of cities.




The Week


Book Description

An investigation into the evolution of the seven-day week and how our attachment to its rhythms influences how we live We take the seven-day week for granted, rarely asking what anchors it or what it does to us. Yet weeks are not dictated by the natural order. They are, in fact, an artificial construction of the modern world. With meticulous archival research that draws on a wide array of sources—including newspapers, restaurant menus, theater schedules, marriage records, school curricula, folklore, housekeeping guides, courtroom testimony, and diaries—David Henkin reveals how our current devotion to weekly rhythms emerged in the United States during the first half of the nineteenth century. Reconstructing how weekly patterns insinuated themselves into the social practices and mental habits of Americans, Henkin argues that the week is more than just a regimen of rest days or breaks from work, but a dominant organizational principle of modern society. Ultimately, the seven-day week shapes our understanding and experience of time.




Yesterday Is History


Book Description

One of PopSugar's Best New YA Novels of 2021 A Buzzfeed Top LGBTQ+ YA Book A Lambda Literary YA Book to Add to Your TBR Pile A Goodreads Pride Month Pick An epic, heartfelt romance about a boy torn between two loves, one in his present ... and one in the past. A story of Black queer history, love, loss, and learning to stay in the moment before it passes you by. Weeks ago, Andre Cobb received a much-needed liver transplant. He's ready for his life to finally begin, until one night, when he passes out and wakes up somewhere totally unexpected...in 1969, where he connects with a magnetic boy named Michael. And then, just as suddenly as he arrived, he slips back to present-day Boston, where the family of his donor is waiting to explain that his new liver came with a side effect—the ability to time travel. And they've tasked their youngest son, Blake, with teaching Andre how to use his unexpected new gift. Andre splits his time bouncing between the past and future. Between Michael and Blake. Michael is everything Andre wishes he could be, and Blake, still reeling from the death of his brother, Andre's donor, keeps him at arm's length despite their obvious attraction to each other. Torn between two boys, one in the past and one in the present, Andre has to figure out where he belongs—and more importantly who he wants to be—before the consequences of jumping in time catch up to him and change his future for good. "Fast-paced, fun, and perfect."—Laurie Halse Anderson, NYT bestselling author of Speak "This book was absolutely incredible."—Creya, Goodreads reviewer "Tears, man. So. Many. Tears."—Marci, Goodreads reviewer "Oh my goodness. This book y'all. I'm a mess."—Netgalley reviewer * A Junior Library Guild Selection! "A stellar novel that today's teens needed yesterday."—Booklist, STARRED review "Charming and captivating."—Phil Stamper, bestselling author of The Gravity of Us "A clever and honestly brilliant novel."—Julian Winters, award-winning author of Running With Lions "A skillful and engrossing time-travel adventure."—Kirkus Reviews "Compelling and memorable...[a] gem of a novel."—The Bulletin of the Center for Children's Books "In his YA debut, Jackson has a great gimmick as well as a likeable protagonist who faces sociocultural realities across time."—Publishers Weekly




The History of the Future


Book Description

The dramatic, larger-than-life true story behind the founding of Oculus and its quest for virtual reality, by the bestselling author of Console Wars. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry. From iconic books like Neuromancer to blockbuster films like The Matrix, virtual reality has long been hailed as the ultimate technology. But outside of a few research labs and military training facilities, this tantalizing vision of the future was nothing but science fiction. Until 2012, when Oculus founder Palmer Luckey—then just a rebellious teenage dreamer living alone in a camper trailer—invents a device that has the potential to change everything. With the help of a videogame legend, a serial entrepreneur and many other colorful characters, Luckey’s scrappy startup kickstarts a revolution and sets out to bring VR to the masses. As with most underdog stories, things don’t quite go according to plan. But what happens next turns out to be the ultimate entrepreneurial journey: a tale of battles won and lost, lessons learned and neverending twists and turns—including an unlikely multi-billion-dollar acquisition by Facebook’s Mark Zuckerberg, which shakes up the landscape in Silicon Valley and gives Oculus the chance to forever change our reality. Drawing on over a hundred interviews with the key players driving this revolution, The History of the Future weaves together a rich, cinematic narrative that captures the breakthroughs, breakdowns and human drama of trying to change the world. The result is a super accessible and supremely entertaining look at the birth of a game-changing new industry.




The View from Split Rock


Book Description

A modern lighthouse keeper tells the fascinating stories of his tenure at a celebrated historic site.




Critical Gaming: Interactive History and Virtual Heritage


Book Description

This book explains how designing, playing and modifying computer games, and understanding the theory behind them, can strengthen the area of digital humanities. This book aims to help digital humanities scholars understand both the issues and also advantages of game design, as well as encouraging them to extend the field of computer game studies, particularly in their teaching and research in the field of virtual heritage. By looking at re-occurring issues in the design, playtesting and interface of serious games and game-based learning for cultural heritage and interactive history, this book highlights the importance of visualisation and self-learning in game studies and how this can intersect with digital humanities. It also asks whether such theoretical concepts can be applied to practical learning situations. It will be of particular interest to those who wish to investigate how games and virtual environments can be used in teaching and research to critique issues and topics in the humanities, particularly in virtual heritage and interactive history.




Virtual History and the Bible


Book Description

To mark the new millennium, Virtual History and the Bible asks where we are at the fin de siècle and how we got that way. What if important events in ancient history had turned out differently? How different might the present century be? What if Merneptah’s scribes were telling the truth when they claimed, "Israel has been laid waste?" What if the exodus and conquest had really happened? What if we had no Assyrian account of Sennacherib’s third campaign or the palace reliefs depicting his capture of Lachish? What if the Chronicler did use the Deuteronomistic History? What if Luke had never met Theophilus? What if Paul had travelled east rather than west? This is not fantasy or fiction. The sixteen essays in this volume, by eminent historians of the Bible, engage in serious scholarly inquiry into alternative historical scenarios and their potential consequences. The result is a trenchant demonstration of the ways historians set about working with the evidence in order to reconstruct the past. Contributors Keith W. Whitelam, Lester L. Grabbe, Susan Ackerman, Thomas L. Thompson, Ernst Axel Knauf, Ehud Ben Zvi, Diana Edelman, Robert P. Carroll, Niels Peter Lemche, Joseph Blenkinsopp, A. Graeme Auld, Philip R. Davies, Loveday C. A. Alexander, Richard Bauckham, John Dominic Crossan, Pheme Perkins.




Virtual Art


Book Description

An overview of the art historical antecedents to virtual reality and the impact of virtual reality on contemporary conceptions of art.