Vol. 1, No. 2 Spring 2012 Special Section Featured Excerpts
“Games will likely never produce the same opportunities for discourse as a book, but then why should they?”
“Games will likely never produce the same opportunities for discourse as a book, but then why should they?”
The academic study of games — from board games of strategy to online multi-player video games — challenges and disrupts epistemologies held dear in the humanities. Traditional scholarly products such as monographs and journal articles, and to a lesser degree blog posts, are meant to be passively read, whereas games are meant to be actively played.
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It is my hope that by now few deny that contemporary game series like Civilization or Assassin’s Creed constitute history. However, such a broad term does not convey the approach that analysis of these new historical texts requires.
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The concept of problem space is a highly useful tool for studying historical simulations, teaching history, and using the former to help in the latter.
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Because of my interest in both history and games, I’m always on the look-out for good writing or new takes on how to bring elements of the gaming world into the framework of historical inquiry.
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