Representations of Colonialism in Three Popular, Modern Board Games
Puerto Rico, Struggle of Empires, and Archipelago
Bibliographic Data
| ID | 3022121 |
|---|---|
| Authors | Cornel Borit (0000-0002-0541-4654, corresponding author), Melania Borit (0000-0002-1305-8581, UiT The Arctic University of Norway), Petter Olsen (0000-0001-9411-6271, Nofima) |
| Year | 2018 |
| Volume | 4 |
| Issue | 1 |
| Publication date | 2018-04-10 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Open Library of Humanities (JOURNAL) |
| Journal identifiers | ISSN: 2056-6700 • E-ISSN: 2056-6700 |
| Publisher | Open Library of the Humanities (PUBLISHER) |
| DOI | 10.16995/olh.211 |
| OpenAlex | W2797230807 |
| Language | EN |
| Citations received | 10 |
| References cited | 13 |
With all its intricate processes, colonialism, both as an ideology and a historical period, has been a rich source of inspiration for contemporary popular culture, whether in the form of movies, novels, digital games, or analogue games. This article presents a critical analysis of colonial representations in three examples of the latter: Puerto Rico (2002), Struggle of Empires (2004), and Archipelago (2012). These three games are simulation, strategy type Eurogames, with rules designed to emulate and reproduce two time periods: first-wave European colonialism ( Puerto Rico; Archipelago ) and 18th-century European colonial expansion ( Struggle of Empires ). On BoardGameGeek.com, where users have ranked more than 87,000 board games and extensions, these three are in the top three-hundred overall, with more than 3,000 votes each. Building on John McLeod’s definition of colonialism and interpretation of colonial economies, Edward Said’s theory of Orientalism, and Gayatri Spivak’s theory of subalternity, this comparative study examines representations of: a) the otherness of colonial subjects in relation to colonisers; b) indigenous peoples’ agency and subaltern voice; c) expressions of the indigenous culture; and d) Eurocentrism. The analysis investigates the denotative and connotative meanings of game rules, game mechanics, artwork, and tiles, critically assessing how these might influence the player’s cultural, social, and aesthetic experience of the ideological and historical context. In so doing, the article attempts to raise awareness about how these games (mis)represent colonial realities and relations
Archaeology · Archipelago · Colonialism · Eurocentrism · Ideology · Indigenous · Orientalism · Political science · Politics · Social science · Sociology · Subaltern · Anthropology · Digital Games and Media · Gender Studies · History · Law · Media and Digital Communication · Media, Gender, and Advertising
Decolonialidade e jogos digitais
Implementação De Jogos Na Reabilitação Da Criança Com Síndrome De Foxp1
Wyścig kolonialny. Przedstawienie kolonializmu w grach planszowych
Analog Simulation and the Indian Wars
Better Game Worlds by Design
What History are we playing today? An analysis over 50 years of historical board games
Games and gamification in archaeology
A people's history of leisure studies
Performing the Cold War through the 'The Best Board Game on the Planet
Representations of Colonialism in Three Popular, Modern Board Games
The Cambridge Handbook of Literacy
Counter-hegemonic commemorative play
Playing at Colonization
Video Games and the Future of Learning
The Question of Narrative in Contemporary Historical Theory
Representations of Colonialism in Three Popular, Modern Board Games
Race, Colonial History and National Identity
Playing Subaltern
Racial Logics, Franchising, and Video Game Genres
Digital Elves as a Racial Other in Video Games
When Keeping it Real Goes Wrong
Blackless Fantasy
| Unique citing works | 10 |
|---|---|
| Citations per year | 1,25 |
| Citation span | 2018 - 2026 (9) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 9 |