National identity in historical video games
An analysis of how Civilization V represents the past
Bibliographic Data
| ID | 7338124 |
|---|---|
| Authors | Andrés Bijsterveld Muñoz (Leiden University Leiden The Netherlands, corresponding author) |
| Year | 2022 |
| Volume | 28 |
| Issue | 4 |
| Pages | 1311-1325 |
| Publication date | 2022-04-28 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Nations and Nationalism (JOURNAL) |
| Journal identifiers | ISSN: 1345-5078 • E-ISSN: 1469-8129 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1111/nana.12845 |
| OpenAlex | W4293240923 |
| Language | EN |
| Citations received | 3 |
| References cited | 22 |
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
Consuming History
Digital Games as History
Persuasive Games
Videogames as Tools for Social Science History
From the Stone Age to the Information Age”
Recontextualizing Swedish nationalism for commercial purposes
Against Banal Inter-nationalism
Are We What We Play? Global Politics in Historical Strategy Computer Games
Selling and consuming the nation
Is Sid Meier's Civilization history
Introduction
The nationalisation of the domestic sphere
Playable Nationalism
Unpacking cosmopolitanism for the social sciences
Gastronationalism
The National in Everyday Life
Methodology, Representation, and Games
Methodological nationalism and beyond
| Citations per year | 1 |
|---|---|
| Citation span | 2023 - 2026 (4) |
| Highly cited | No |