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Introduction
Tobias Winnerling works at Heinrich-Heine-Universität, Düsseldorf, Department for the Historical Sciences, as Programme Coordinator for the Department. Tobias does research in History, Cultural History and History of Knowledge and Learning. From 10/2018 to 09/2019 he ran his postdoctoral project "The Fading of Remembrance" under EU funding by a Marie Skłodowska-Curie IF grant at Huygens ING, Amsterdam. His other research interest is in 'Digital Games and History.'
Current institution
Additional affiliations
October 2018 - September 2019
Education
April 2002 - September 2006
April 2001 - April 2002
Publications
Publications (57)
Review of Martin Mulsow, Knowledge Lost: A New View of Early Modern Intellectual History, Princeton: Princeton University Press, 2022, reviewed by Tobias Winnerling
Abstract: Playing the Leviathan. Thomas Hobbes and the Civilization series.
Are the games of the "Sid Meier’s Civilization" series ‘God games’? Or should they better be termed ‘Leviathan games’? This paper explores the conceptual inter-connections between the six main games of the series (1991 to present) and the thoughts of Thomas Hobbes (1588–16...
This article focuses on how Jesuit missionaries to Japan during the sixteenth century recurred on notions of the devil as their primary enemy. They took these notions from contemporary late medieval and early modern Catholic demonology and configured them according to local circumstances, reconfiguring the concept of the devil to make sense of thei...
This article takes up the production of ignorance in early modern academic information circulation by focusing on the question of how information changes from being present to being absent in the medium of the learned journal—in short, how knowledge becomes forgotten. To examine the processes behind this change, I have selected four exemplary late-...
https://www.wallstein-verlag.de/9783835335691-das-entschwinden-der-erinnerung.html
Wie werden Wissenschaftlerinnen und Wissenschaftler vergessen? Vier Beispiele des 18. Jahrhunderts zeigen, warum wissenschaftlicher Nachruhm nicht ewig währt.
Zu ihren Lebzeiten erfolgreiche Gelehrte, zu Beginn des 21. Jahrhunderts so gut wie vergessen: Thomas Gale...
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 Alexandria can feel so real in the virtual world? Cl...
In this introduction to the special issue, we trace the digital game’s potential to represent (un)democratic political systems. We pose three central questions: Is the digital game an undemocratic medium? Is digital game development undemocratic? And: Are digital game communities undemocratic? By answering these three questions, we engage with the...
Auch wenn sie oft als „Neue Medien“ firmieren, sind Digitale Spiele als Medium nicht mehr ganz so jung, wie gerne behauptet wird. Sie sind nicht nur technische Unterhaltungsprodukte, sondern kulturelle und auch gesellschaftspolitische Artefakte und treiben mittlerweile ganze Wirtschaftszeige an. In sich tragen sie die Geschichte ihrer Entstehung, a...
Digitale Spiele sind integraler Teil der „Digitalen Revolution“. Sie dienen nicht nur als Trägermedium von Geschichtsbildern, sondern können als wirtschaftliche und kulturelle Artefakte konkreter menschlicher Gesellschaften begriffen werden. Im Zuge ihrer Verbreitung zum Massenphänomen beeinflussten sie Ästhetik und Narrative anderer Medien – und s...
Anachronisms are a well-known chronological misconduct, by some even regarded as a historical mortal sin. Less known are prochronisms, parachronisms and metachronisms. Between the sixteenth and the eighteenth centuries, however, all these chronisms were intensively discussed in the scholarly world. On the one hand, we pursue these concepts with the...
In 1738, the Utrecht politician Caspar Burman published a dictionary of Utrecht scholars, including four scholars with the same name, Anthonius Matthaeus. All were directly descended from each other and had worked in the same field - the study of law - making it difficult to distinguish them from each other. Burman claimed to have solved the puzzle...
Anhand des Beispieltextes Beschreibung des Landes der Alten und Neuern, und des zwischen ihnen entstandenen Krieges aus dem Jahr 1715 werden die Verflechtungen dreier gelehrter Journale des frühen 18. Jahrhunderts untersucht: Der Nouvelles Littéraires (Den Haag), der Neuen Zeitungen von Gelehrten Sachen (Leipzig) und des Berichts von neuen Sachen a...
URL: https://lisa.gerda-henkel-stiftung.de/vergessenes_wissen_ausgegraben?nav_id=7611
Ein Streifzug durch verstaubte Bibliotheksbestände ist in der Regel damit verbunden, dass Namen erscheinen, von denen man zuvor noch nie etwas gehört hatte. Je älter die Bücher sind, desto häufiger diese Erfahrung. Zahlreiche Wissenschaftler und Wissenschaftlerinn...
Digitale Spiele als globalgeschichtliches Phänomen
Sie sind zu unverzichtbaren Bestandteilen der globalisierten Medienwelten des 21. Jahrhunderts geworden. Was heißt das für die Spiele und was für die Welt? Ist die globale Omnipräsenz digitaler Spiele ein verbindendes oder ein trennendes Phänomen? Reproduzieren diese Weltmaschinen alte Machtstrukt...
Es handelt sich im folgenden um eine adaptierte Version der Einleitung des soeben im Mandelbaum-Verlag erschienen Sammelbandes "Weltmaschinen: Digitale Spiele als globalgeschichtliches Phänomen". ] Ein Beitrag von Josef Köstlbauer, Eugen PPster, Tobias Winnerling und Felix Zimmermann "Kann es sein, dass die Institutionen für die Produktion möglichs...
What should an early 18th century scholar do to make sure that his name would be passed on to future generations of scholars? Which strategies should he use, and why would he do so? The chapter highlights some of the connected practices by focusing on exemplary cases.
This blog post tells the story behind the student-build digital 4x game "Lienzo" which features historical content.
Digitale Spiele mit historischem Hintergrund sind eine populärkulturelle Remedialisierungsform der Bezugnahme auf ‹Geschichte›, die in der Geschichtswissenschaft immer noch umstritten ist. Für die Frage, ob historisches Lernen anhand von Videospielen sinnvoll möglich sein kann, bedürfen zwei Punkte besonderer Aufmerksamkeit. Erstens müssen die Gesc...
[If the Statement Is:] Learning History by Playing? [This Refers to?]
Abstract
Digital games with historical background constitute a form of remedializing references to ‹history› in popular culture that still is disputed by the historical sciences. The question ‹Is meaningful historical learning by playing digital games possible?› gives rise to two...
The aim of this article is to throw the worldwide mission efforts of the old Society of Jesus—the order from its implementation in 1540 to its dissolution in 1773—into sharper relief by applying a new analytical frame to it. The approach taken will be to view the Society as trying to establish a form of dominion over its extra-European converts tha...
This contribution offers a review of:Ingeborg Huhn: Johann Gottfried Wetzstein. Orientalist und preußischer Konsul im osmanischen Syrien (1849-1861).Islamkundliche Untersuchungen 329. Berlin: Klaus Schwarz Verlag, 2016. 396 pages, €54.00, ISBN: 9783879974528 (paperback)
URL: https://bookhistorynetwork.wordpress.com/2015/11/25/hartfielwinnerling_making-use-of-books_pdf/
1. Let an object be a material thing with a potential to be used in a way co-determined but not completely determined by its materiality.
2. Let a book be an object.
3. As a result, let a book be a material thing with just that potential.
What foll...
»Geschichte« ist zu einem wichtigen Stoff für Videospiele geworden - und trotz ihrer Bedeutung für die populäre Darstellung historischer Inhalte ist sie bislang kaum aufgearbeitet. Obwohl viele Spiele, auch Bestseller, die Frühe Neuzeit behandeln, fehlt - anders als zum Mittelalter oder der Moderne - hier noch die geschichtswissenschaftliche Perspe...
URL: http://www.eludamos.org/index.php/eludamos/article/view/vol8no1-10/8-1-10-html
Video games that feature historical content – what I term ‘historicizing’ video games – often come in series. Civilization (I – V), Age of Empires (I – IV), Anno (5 pts.), Monkey Island (5 pts.), Total War (7 pts.), Assassin’s Creed (I – IV), to name but a few, are...
When in 1542 the first Jesuit missionaries set sail to Asia, to travel to India, to Indonesia and to Japan in turn, they were obviously convinced that they could succeed, and that they would bring the Gospel to the East, and thus the East to Christ. One question that has not sufficiently been answered yet is: why should they have thought that? In e...
Based on a set of around 50 early modern herbals the chapter examines the conditions imposed upon readers and users of these books by their specific materiality and contrasts this with the practices of use as implicated by the book's texts and para-texts. By using a praxeological rather than literal approach to the early modern herbal as a medium n...
How can video games that feature historical content be analyzed from the historian's point of view? How can historians deal with the representations, discourses and images of the past that are built in or triggered by video games? By focusing on video games that feature Early Modernity we try to sketch a possible pattern for analysis to summarize t...
From the late 15th up to the early 19th century herbals as a distinct genre of popular scientific literature gave many descriptions of garlic and especially of its healing powers, or what was conceived as such. Yet gradually these powers faded, and until mid-19th century were finally gone, to be revived only by the modern medicine of the late 1920s...
Surveying the printing places along the Rhine in the 16th century via online catalogues (INKA, STCN, VD 16, VD 17) yields an interesting phenomenon: While there are many herbals printed in Straßbourg and Basle in the 16th century, and many in Utrecht and Leiden also, there are only very few between Straßbourg and Leiden, including the notable early...
Die Zeiten ändern sich mit der Zeit: Angesichts aktueller Verschiebungen in der temporalen Organisation (vom Aufstieg der Erinnerungskulturen bis zu apokalyptischen Zukunftsszenarien) lohnt es sich, die Frage nach einer Geschichte der Zeiten zu stellen. Dieser Band versammelt Beiträge, die sich auf die Frühe Neuzeit als einen Zeitraum konzentrieren...
Garlic (Allium sativum) is depicted in the Early Modern Era as having a vast range of medical applicability. Based on herbals I collocate those ascribed medical effects between the 16th and 18th centuries to show that in this period – and up to the beginning of the 19th century – the powers of garlic in these descriptions slowly fade out until they...
Questions
Question (1)
I am searching for a good introductory text about how to visually reconstruct historical artifacts in general (which basic problems are involved, which methods are available, which appliances are possible). It should cover both drawings and models, but the topic is not so important (whether it demonstrates the general principles involved by reconstructing a church, a ship, or a pottery jar would not matter). It should be understandable for BA students of general history in their first year, that means, without any specific knowledge in this field, and not be specifically for just one discipline, as, say, historical architecture or art history. It would also have to be either in German or English, be no longer than 10,000 words, and if possible, to employ as little technical vocabulary as possible. I know these are serious hurdles, so perhaps there just is no single text that matches all criteria - at least I have been unable to find one so far - and I am very grateful for every hint.