<P><EM>Consuming History</EM> 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.</P><P></P><P>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 W<EM>olf Hall</EM>, <EM>Game of Thrones</EM> and <EM>12 Years a Slave</EM>, this edition also includes new sections on the historical novel, gaming, social media and genealogy. It