Consuming History
Consuming History
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About This Book
"Examines how history works in contemporary popular culture. Analysing a wide range of cultural entities from computer games to daytime television, it investigates the ways in which society consumes history and how a reading of this consumption can help us understand popular culture and issues of representation. In this second edition, Jerome de Groot probes how museums have responded to the heritage debate and how new technologies from online game-playing to Internet genealogy have brought about a shift in access to history, discussing the often conflicted relationship between 'public' and academic history and raising important questions about the theory and practice of history as a discipline. Fully revised throughout with up-to-date examples from sources such as 'Wolf Hall, ' 'Game of thrones' and '12 years a slave, ' this edition also includes new sections on the historical novel, gaming, social media and genealogy. It considers new, ground-breaking texts and media such as YouTube in addition to entities and practices, such as re-enactment, that have been underrepresented in historical discussion thus far."--Page i.
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