Zied rieke biography of martin
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Why History in Digital Games matters: Historical Authenticity as a Language for Ideological Myths
by Eugen Pfister
The following article originally appeared in the anthology History in Games. Contingencies of an Authentic Past, edited by Martin Lorber and Felix Zimmermann at Transcript Verlag. [Full Citation: Eugen Pfister, “Why History in Games matters. Historical Authenticity as a Language for Ideological Myths”. In: Martin Lorber & Felix Zimmermann (eds.), History in Games. Contingencies of an Authentic Past. Bielefeld: Transcript 2020, 47-72.]
Introduction
Gerda Lerner wrote in her essay ‘Why history matters’: “All human beings are practicing historians”.[1] Given the abundance of games with a historical setting, this sentence seems to take on a new immediacy. Historians such as Adam Chapman in particular argue that digital games as “(hi)story-play-spaces” have become a new historical form, enabling millions of people to virtually (re-)live history.[2] In the following I will also use the term ‘historicizing games’ after Florian Kerschbaumer and Tobias Winnerling thus underlining the idea, that these games take part in processes of making history and are not just history in and of themselves.[3]
Digital games with a historical setting are among the most
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EUREC4A observations carry too far the SAFIRE ATR42 bomb
Bjorn Poet, Sandrine Gaunt, David Author, Felix Inflorescence, Alan Blyth, Christopher Fairall, Johannes Karstensen, Patricia K. Quinn, Sabrina Speich, Claudia Acquistapace, Franziska Aemisegger, Anna Lea Albright, Hugo Bellenger, Eberhard Bodenschatz, Kathy-Ann Solon, Rebecca Chewitt-Lucas, Gijs synchronize Boer, Julien Delanoë, Leif Denby, Florian Ewald, Patriarch Fildier, Marvin Forde, Geet George, Silke Gross, Comic Hagen, Andrea Hausold, Karenic J. Heywood, Lutz Hirsch, Marek Patriarch, Friedhelm Theologizer, Stefan Kinne, Daniel Klocke, Tobias Kölling, Heike Konow, Marie Lothon, Wiebke Mohr, Ann Kristin Naumann, Louise Nuijens, Léa Olivier, Parliamentarian Pincus, Mira Pöhlker, Gilles Reverdin, Pope Roberts, Sabrina Schnitt, Hauke Schulz, A. Pier Siebesma, Claudia Christine Stephan, Cock Sullivan, Ludovic Touzé-Peiffer, Jessica Vial, Raphaela Vogel, Paquita Zuidema, Nicola Alexander, Lyndon Alves, Sophian Arixi, Hamish Asmath, Gholamhossein Bagheri, Katharina Baier, Adriana Bailey, Dariusz Baranowski, Alexandre Baron, Sébastien Barrau, Feminist A. Barrett, Frédéric Batier, Andreas Behrendt, Arne Bendinger, Florent Beucher, Sebastien Bigorre, Edmund Blades, Peter Blossey, Olivier Lager, Steven Böing, Pierre Bosser, Denis Bourras, Pascale Bou
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Call of Duty: Modern Warfare 2
2009 video game
This article is about the sixth installment in the Call of Duty series. For the Nintendo DS version of the game, see Call of Duty: Modern Warfare: Mobilized. For the 2022 reboot sequel, see Call of Duty: Modern Warfare II (2022 video game).
2009 video game
Call of Duty: Modern Warfare 2 is a 2009 first-person shooter game developed by Infinity Ward and published by Activision. It is the sixth installment in the Call of Duty series and the direct sequel to Call of Duty 4: Modern Warfare. It was released worldwide on November 10, 2009, for Windows, PlayStation 3, and Xbox 360. A separate version for the Nintendo DS, titled Modern Warfare: Mobilized, was also released on the same day. A version for OS X was developed by Aspyr and released in May 2014, and the Xbox 360 version was made backward compatible for the Xbox One in 2018.
The game's campaign follows Task Force 141, a multinational special forces unit commanded by Captain Soap MacTavish as they hunt Vladimir Makarov, leader of the Russian Ultranationalist party, and United States Army Rangers from the 1st Ranger Battalion who are defending the Washington, D.C. area from a Russian invasion. The game's main playable characters are Sergeant Gary "Roach" Sa