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National identity in historical video games

An analysis of how Civilization V represents the past

Bibliographic Data

ID7338124
AuthorsAndrés Bijsterveld Muñoz (Leiden University Leiden The Netherlands, corresponding author)
Year2022
Volume28
Issue4
Pages1311-1325
Publication date2022-04-28
Open AccessYes
TypeARTICLE
VenueNations and Nationalism (JOURNAL)
Journal identifiersISSN: 1345-5078 • E-ISSN: 1469-8129
PublisherWiley (PUBLISHER • GB)
DOI10.1111/nana.12845
OpenAlexW4293240923
LanguageEN
Citations received3
References cited22

Although the last two decades have seen a vast increase in studies that analyse banal nationalism in media, there is one medium that has largely been ignored in these discussions: video games. This article fills part of this gap by analysing the way in which the historical strategy game Civilization V represents the Past and what role it gives nations within historical processes. This video game was marketed globally by an American company, but it evokes Spanish, Japanese, and English nationalist narratives and imagery. Although globalization and nationalism are often framed as opposing forces, this is hardly the case here. This paper will combine insights of Game Studies and Nationalism Studies to illustrate how the elements that conform Civilization V incentivise and enable players to re‐enact a narrative that portrays essentialised nation‐states as the only relevant actors in the past, present, and future of humankind. Although a product of globalization, Civilization V strengthens rather than erodes national boundaries

Aesthetics · Art · Civilization · Globalization · Identity (music · Literature · Media studies · Multimedia · Narrative · National identity · Nationalism · Political economy · Political science · Politics · Sociology · Video game · Computer Science · Digital Games and Media · Educator Training and Historical Pedagogy · Japanese History and Culture · Law · Philosophy

  • How Game Ecology Drives Player Choices in Strategy Video Games

    Open Access•Zihan Feng•Simulation & Gaming•2024

  • Making history enjoyable

    Jaehyuk Lee•Rethinking History•2026

  • The Technological Mediation of Collective Memory Through Historical Video Games

    Open Access•Ștefania Matei•Games and Culture•2023

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  • Digital Games as History

    Adam Chapman•Digital Games as History•2016

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    Open Access•Angus Mol, Aris Politopoulos et al.•Advances in Archaeological Practice•2017

  • Recontextualizing Swedish nationalism for commercial purposes

    Open Access•Helen Andersson•Critical Discourse Studies•2019

  • Against Banal Inter-nationalism

    Koichi Iwabuchi•Asian journal of social science•2014

  • Are We What We Play? Global Politics in Historical Strategy Computer Games

    Nicolas de Zamaróczy•International Studies Perspectives•2016

  • Selling and consuming the nation

    Open Access•Enric Castelló, Sabina Mihelj•Journal of Consumer Culture•2017

  • Is Sid Meier's Civilization history

    Adam Chapman•Rethinking History•2013

  • Introduction

    Adam Chapman, Anna Foka et al.•Rethinking History•2016

  • The nationalisation of the domestic sphere

    Open Access•Eric Storm•Nations and Nationalism•2017

  • Playable Nationalism

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  • Unpacking cosmopolitanism for the social sciences

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Citations per year1
Citation span2023 - 2026 (4)
Highly citedNo

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