This paper addresses videogames as historical documents so that the study of play may open new perspectives for professional historians and other social scientists in their research of the role of videogames in creative industries. This research agenda relies on a critical view of these industries as an expression of social and cultural history rather than as self-indulgent and legitimating market-led, functional activities.
['Robson Scarassati Bello', 'Gilson Schwartz']
The historicity of play: games as historical documents