Constructing the past in video games: The player as consumer and co-author of historical narratives in “Europa Universalis IV”

Authors

  • S. Yu. Chernyi Автор

Keywords:

PUBLIC history, history in videogames, philosophy of videogames, historical strategy games

Abstract

This paper attempts to analyze how the historical content of some videogames is appreciated in relation to game designers' and gamers' views of “historical authenticity” as well as medium restrictions. The steady increase in the number of historical setting games provokes a natural interest among researchers who analyze re-enactment of conceptions of the past in the new media. The project under study, Europa Universalis IV, which encompasses a variety of historical events, demonstrates multiple diverse strategies aimed at constructing the effect of «historical authenticity» in videogames. Analysis of audience reception of this videogame allows us to state that the gamers engage in quite intensive refection regarding the historical content of the videogame. Not only popular beliefs about the past incorporated in a game's mechanics have a research value but also the gamers' modes of interacting with it. Game designers' technical decisions (i. e., the game rules) are interpreted both at play level and at the level of historical narratives constructed by using them.

Downloads

Download data is not yet available.

References

де Гру Дж. Сопереживание и участие. Популярные истории // Гефтер. 2006. 23 сент. URL: http://gefter.ru/archive/6239.

Юл Й. Рассказывают ли игры истории? Краткая заметка об играх и нарративах // Логос. 2015. № 1. С. 61-78.

Bogost I. Persuasive games: The expressive power of videogames. Cambridge, MA: The MIT Press, 2007.

Brown H. J. Videogames and education. New York: Routledge, 2015.

Chatfield T. Special difficulties, special opportunities // Early modernity and video games / Ed. by T. Winnerling, F. Kerschbaumer. New Castle upon Tyne: Cambridge Scholars Publishing, 2014. P. xxi-xxiii.

Chen K. Civilization and its disk contents: Two essays on Civilization and Civilization // Radical Society: Review of Culture and Politics. Vol. 30. Iss. 2. 2004. P. 95-107.

Elliot A., Kapell M. W. To build a past that will "stand the test of time": Discovering historical facts, assembling historical narratives // Playing with the past: Digital games and the simulation of history / Ed. by A. Elliot, M. V. Kapell. New York: Bloomsbury, 2013. P. 1-30.

Luengo-Oroz M., Arranz A., Fean J. Crowdsourcing malaria parasite quantification: An online game for analyzing images of infected thick blood smears // Journal of Medical Internet Research. Vol. 14. No. 6. 2012. URL: http:/www.jmir.org/2012/6/e167.

Peterson R. D., Miller A., J. Fedorko S. J. The same river twice: Exploring historical representation and the value of simulation in the Total War, Civilization and Patrician franchises // Playing with the past: Digital games and the simulation of history / Ed. by A. Elliot, M. V. Kapell. New York: Bloomsbury, 2013. P. 32-48.

Schut K. Strategic simulations and our past: The bias of computer games in the presentation of history // Games and Culture: A Journal of Interactive Media. 2007. Vol. 2. No. 3. P. 213-235.

Trammel A., Sinnreich A. Visualizing game studies: Materiality and sociality from chessboard to circuit board // Journal of Games Criticism. Vol. 1. Νο. 1. 2015. URL: http:/gamescriticism.org/articles/trammellsinnreich-1-1.

Uricchio W. Simulation, history and computer games // Handbook of computer game studies / Ed. by J. Raessens, J. H. Goldstein. Cambridge, MA: MIT Press, 2005. P. 327-338.

Wainwright A. Martin. Teaching history through video games // The History Teacher. Vol. 47. No. 4. 2014. P. 579-612.

Downloads

Published

2017-03-15

Issue

Section

Articles

How to Cite

Chernyi S.Y. Constructing the past in video games: The player as consumer and co-author of historical narratives in “Europa Universalis IV” // Shagi. 2017. Vol. 3, no. 2. P. 77–97.

Коды статьи

  • EDN ZFAXWJ
  • Тип статьи (РИНЦ) Научная статья (Научная статья)