Strategic Simulations and Our Past
The Bias of Computer Games in the Presentation of History
Bibliographic Data
| ID | 2409366 |
|---|---|
| Authors | Kevin Schut (0000-0002-7898-1676, Trinity Western University, corresponding author) |
| Year | 2007 |
| Volume | 2 |
| Issue | 3 |
| Pages | 213-235 |
| Publication date | 2007-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412007306202 |
| OpenAlex | W2119146910 |
| Language | EN |
| Citations received | 29 |
| References cited | 21 |
Many popular digital games have historical themes or settings. Taking its cue from recent research emphasizing the educational value of computer and video games, this article investigates the bias of the medium in presenting history. Although sharing an appreciation for the cultural value of history simulations and games, the author argues that the digital game medium currently tends to result in stereotypically masculine, mechanical, and spatially oriented interactive presentations of history. This article does not take a technological determinist stance nor a simplistic view of interpretation. Nevertheless, the author believes that the weight and momentum of the historical development of the digital game medium, its technological structure, and its institutional character have encouraged certain patterns in digital games that should be critically examined
Aesthetics · Art · Computer game · Determinism · Digital era · Epistemology · Game mechanics · Game studies · Interpretation (philosophy · Media studies · Multimedia · Perspective (graphical · Social science · Sociology · Technological determinism · The Internet · Value (mathematics · Video game · World Wide Web · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Educational Games and Gamification · Artificial Intelligence
La guerra civil española en los juegos y entornos lúdicos
Are We What We Play? Global Politics in Historical Strategy Computer Games
Realizm dźwiękowy i muzyczny w grach wideo o kontekście historycznym
Playing with history in World of Tanks
What History are we playing today? An analysis over 50 years of historical board games
Pastplay
Making history enjoyable
The Technological Mediation of Collective Memory Through Historical Video Games
Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games
Reconstructing History and Culture in Game Discourse
Grand Theft Auto IV
Exploring Cultural Game-Making With Youth
Gaming history
Reflections of history
On the promotional context of historical video games
Living (in) cities of the past
Gamificación en la enseñanza de teorías antropológicas. Crítica, aprendizaje y el videojuego Civilization
Digital Hoops History
Beyond ‘ Black Myth
Analog Simulation and the Indian Wars
Leaving Earth, Preserving History
Gaming History
Ghosts in the Garden
It's hard to be down when you're up
The Illusion of Accuracy
Awesome, but Impractical? Deeper Engagement with the Middle Ages through Commercial Digital Games
Playing Cultural Memory
Video Games Set in the Middle Ages
Games for Civic Learning
Virtual history
Cybertext
From Barbie® to Mortal Kombat
Man, Play and Games
Sociohistorical Technology Studies
Empire and Communications
The Grasshopper
Digital Play
The Language of New Media
Practical barriers in using educational computer games
Playing at Colonization
Everything Bad Is Good For You
Aramis
Video Games and the Future of Learning
From Content to Context
Homo ludens
| Unique citing works | 29 |
|---|---|
| Citations per year | 1,81 |
| Citation span | 2010 - 2026 (17) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 29 |