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Friedrich
Zimmermann
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Collective Memory & Media, Media Representation of History
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Media Assistance Projects & Programs: Case Studies
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Educational Games, Serious Games
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Gaming, Video Games
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Nazism
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History in Games: Contingencies of an Authentic Past
Bielefeld: transcript Verlag (2020), 280 pp.
"Where do we end up when we enter the time machine that is the digital game? One axiomatic truth of historical research is that the past is the time-space that eludes human intervention. Every account made of the past is therefore only an approximation. But how is it that strolling through ancient A
...
Problemfeld Medienhilfe an einem Beispiel auf Jamaika: "Aber Bananen können wir nicht kaufen"
In: Entwicklung muss von unten kommen. Perspektiven autonomer Entwicklung und exemplarische Projekte in der Dritten Welt
Joachim Dennhardt, Siegfried Pater (eds.)
Reinbeck: Rowohlt Taschenbuch Verlag (1980), pp. 129-164