Theory, design, research,and use of historical games in and beyond history education. Look here for links to current research, lists of available historical video games, reviews, and essays on a variety of topics connected to historical games. Created and maintained by Jeremiah McCall (jmc.hst@gmail.com; @gamingthepast), teacher, historian, researcher, and author of Gaming the Past
See the home page for essays and news on historical games.
Browse the content pages for articles and links to historical games.
I had the pleasure of being interviewed this past July by Vinicius Carvalho and crew with the Arise Project part of the USP Archeology and Ethnology Museum, in 2017. They asked all sorts of great questions and gave me the chance to talk about the wide range of historical games studies topics I work on as a researcher and an educator.
After a Portuguese intro, the interview is in English. Since it’s about 52 minutes long, I thought it might be helpful for those interested to give a little breakdown of the questions I talk about and their place in the interview.
Start: My history and how I came to the work on history and games in education
4:45 What makes a historical game a good fit for learning and classroom use?
8:15 Have you had any experiences where students didn’t actually want to play the game?
10:30 Tell us about Res Publica, a tabletop game you designed for Roman History class I have designed. (also gets into principles of historical game design).
14:40 How can we as game developers assess/judge the knowledge students acquire when playing historical games?
21:00 My work with interactive text design tools by students; for students; by historians. Twine and choice-based games. Parser based games.
28:00 Historical Problem Space Framework in some detail and the philosophy
36:00 The historical problem space framework as a useful guide for historical game design.
39:00 Where are you headed next? Interactive History class – Imperialism and Colonialism Testing out the HPS in class more
42:20 What are the challenges and benefits of getting realtime feedback on a game you have designed from students in the class. Working with Teachers to try out historical games. and some suggestions for the Arise project’s work. Matching a historical game to history education.
This is a republication of my two-part essay on Playthepast.org, (original Part 1 and Part 2 here).It is the first long-form historical game analysis I have written using the Historical Problem Space framework. The first half of the essay is more descriptive, illustrating the details that go into a historical problem space analysis. The second part provides more analysis and conclusions about the game as a history.
My two-part essay on Paintbucket Games Through the Darkest of Times is now published on Play the Past. This essay uses the historical problem space framework to analyze the game. Let me know what you think.
I received this email the other day asking about using When Rivers Were Trails in a 7th grade Social Studies Class in Minnesota. The game is available for free and runs on Windows and Mac. As the developers note on the itch.io page, https://indianlandtenure.itch.io/when-rivers-were-trails, “When Rivers Were Trails is a 2D point-and-click adventure game in which Oregon Trail meets Where the Water Tastes Like Wine. An Anishinaabeg in the 1890’s is displaced from their traditional territory in Minnesota and heads west to California due to the impact of allotment acts on Indigenous communities, facing Indian Agents, meeting people from different nations, and hunting, fishing, and canoeing along the way as they balance their wellbeing.”It is a terrific game for students studying US and Native American history and present at any grade level including college. The basic lesson guidelines will work for any age/grade level; just adjust the historical research part with appropriate readings.Here is my response to the letter, with a bit of editing and expansion. For more information, see my earlier post on this game
Game Studies, I’m very pleased to say, published my article in late September, The Historical Problem Space Framework: Games as a Historical Medium. In this essay I lay out in detail the historical problem space framework, an approach to understanding historical video games (and tabletop games, for that matter) I’ve developed over the past eight years or so. It should, I hope, provide a helpful way for thinking about and analyzing historical games for historical game fans, scholars, teachers, and designers.
Episode 6 (5/2/2020) Henrik Fåhraeus, Paradox Development Studio, Designer of many Paradox Games, talking about Crusader Kings II and the upcoming CK III
UPDATE (1/26): This bibliography has been superseded by the main GTP bibliography I maintain, with a section on Civilization. I’m adding new entries there.
Enough interest in research about the Civilization series pops up every so often, that I thought a quick bibliography might be helpful to refer to. I have more to add, but here’s a good start.
Ford. D. (2016)“eXplore, eXpand, eXploit, eXterminate”:Affective Writing of Postcolonial History and Education in Civilization V. Game Studies, 16. http://gamestudies.org/1602/articles/ford
Koebel, G. (2017). Simulating the ages of man: Periodization in Civilization V and Europa Universalis IV. Loading … , 10(17), 60-76. (available online)
Just tweeted a thread on the videogame, When Rivers Were Trails, which was developed by a partnerships between the Indian Land Tenure Foundation and Michigan State University’s Games for Entertainment and Learning Lab. https://indianlandtenure.itch.io/when-rivers-were-trails… by lead designer Elizabeth LaPensée, PhD. and lead artist Weshoyot Alvitre (and many others). Then I thought I would put this on GTP and, at the same time, experiment with a different short review style for the blog)
What it is: A FREE, beautifully illustrated, choice-based interactive text for Mac and PC with just a bit of a resource model. Players read about the main character and make choices by clicking on the relevant text with the mouse. The player character has three main attributes affected by gameplay: a medicine and food inventory and a level of wellbeing that can increase and decrease. Navigation across the map is carried out by clicking on a simple compass rose. According to the introduction to the game on itch.io: “An Anishinaabeg in the 1890’s is displaced from their traditional territory in Minnesota and heads west to California due to the impact of allotment acts on Indigenous communities, facing Indian Agents, meeting people from different nations, and hunting, fishing, and canoeing along the way as they balance their wellbeing.” In short, the game offers a different, less-often seen perspective on the suffering, resistance, and adaptation of indigenous people in response to the US policies of forcibly seizing indigenous land and forcing indigenous peoples to relocate and re-start in places far from their homes.
This is a quick game I threw together to teach about Roman politics and political competition in the Republic. This assumes you’re familiar with those topics. I’m just posting it in case anyone is interested. Also please note that this is not tested and so you should feel free to change any numbers to improve the outcomes.
UPDATE 11/22/19: New record sheet all made to fit on one sheet of paper
Gaming the Past, a book devoted to providing practical guidelines for teachers who want to use historical simulation games effectively, is published by Routledge and available on Amazon
History Respawned is a series of videos and podcasts where historians discuss historical video games. Created and directed by Bob Whitaker and associate editor John Harney, the series is a must for those interested in history in video games
Contact Me
If you have a more direct question or need a consultation, email me directly and I will do my best to respond promptly.