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Defensible models and Historical Problem Spaces as an approach to assessing the validity of of historical games.
Disclaimer: I have advocated and used the criterion of what I call “defensible models” of the past for evaluating historical games for 16 years in print. Based on some recent interest in my network, I decided to write this VERY QUICKLY AND WITHOUT PROOFING and post this immediately on finishing it. It is a discussion piece, not even remotely a polished essay. I will revise and add in response to community feedback and get it into a more polished piece. Would love your feedback.
Improvement notes from first round of colleagues on BSky 3/25/26
- The jargon-free approach is helpful and educators and folks outside of game studies and HGS struggle all the time with this.
- But who am I arguing against – To Vinicius Marino Carvalho I suggested Deconstructionist history is one of the bigger lurking problems to practical educational approache
- Give some examples of games where there are “inaccuracies but defensibility to illustrate
- .The concision of “Some agents like this” is helpful. Maybe spell out the logic. What does a history game model? Historical problem spaces. So does it do that defensibly?
- Don’t negate or oppose discrete fact not-picking, “consume” say Nikhil ? And it’s a very good point. How could one critique model with no discrete facts?
- Address that the level of abstraction is a factor in all of this. At a high enough level of abstraction HPS becomes more defensible often.
We Should Move Beyond Evaluating a Historical Game Primarily on Whether it Portrays a List of “Facts” Historically Accurately
When I first started shifting from my independent work on video games and history education into the fledgling community of Historical Game Studies fostered by playthepast.org which was launched under founding editor Ethan Watrall’s guidance in 2010 I began as an educator and historian approaching games. I suggested in The Happiness Metric in CivCity:Rome and the Critique of Simulation Games (September 2010)
Read more…Asking whether a historical simulation game is accurate as if that were an all-or-nothing quality seems to me to be missing the point—the accuracy of any historical interpretation is not something that can be determined with any certainty. One historian’s common sense convention is another’s faulty construct to be dismantled. One generation’s conventions are the next’s biased assumptions. What really matters in historical interpretations is the extent to which any particular one is constructed based on the strongest, most defensible readings of evidence and the best supported and culturally sensitive understandings of human behavior. So, a far better criterion than accuracy when critiquing a historical simulation game is whether its core gameplay offers defensible explanations of historical causes and systems. So for example, it is not a question of whether a civilization building game allows a player to develop nuclear fission in the 17th century, but whether the game reasonably models the factors, including constraints, that lead to the development of such technologies. This focus on defensible models of causation is absolutely critical when one’s interests, like mine, center on using simulations as models to aid student (most often high school, but middle school and college as well) in understanding historical systems and learning to critique interpretations of the past. Let me be clear on the term interpretation here. We do not access the past directly nor do we present the past directly; we can only access and construct interpretations. This is true whether the interpretation comes from the Roman historian Livy, the modern historian McCall, or the game designers at Firefly. In this light, so long as a game’s core gameplay is historically defensible, any, even many inaccuracies serve as highly useful targets for getting students to launch evidence-based critiques. Evidence-based critiques is the operative term; simulation games should be critiqued using abundant references to the contents of valid sources of historical evidence.
Latest Rubrics for Long-Term Researched History Game Projects Available
I was going to hold off on these until the book comes out next year, but there has been enough recent interest on Bluesky (https://bsky.app/profile/gamingthepast.bsky.social/post/3lfkff3yow22a) that I decided to put my most recent rubrics up. Please share widely and credit me when you do so I can help more people get into powerful experiential and inquiry based learninging that is the researched history game topic.
These were designed for 9th and 10th grade history students in classes where students range from grade-level reading and writing to above grade level. To adapt for middle school, reduce requirements for sources (maybe give them a single source even), formal writing components, length etc. Also consider doing a lot of this in class (I often like to split my classes into 20 minute lecture 25 minute project work). If you are teaching in Uni, consider adding more peer-reviewed sources, increasing formal documentation and sophistication of project and decreasing class work time. Either way these rubrics work quite well at getting a product from students — with your expert guidance of course.
Happy to help you work with these any time (all my contacts are on my home page). And then … hopefully mid to late 2026, Designing Historical Games for the Classroom: A Practical Guide for Educators will be out with Routledge!
Open Teacher Letter – When Rivers Were Trails
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
Read more…Interactive History Class 2019 – Teacher’s Log #3 (Week of 10/21)
Disclaimer: often shockingly little/ sometimes no proofreading; just trying to get the ideas out fast and frequently for those interested
In the second teacher’s log, I wrapped with a historical problem space diagram for “Courtisans [sic] of Versailles.” I received solid analytical papers from the class; we talked about them, then moved on to the meat of the French Revolution itself and playing Polyslash’s We. The Revolution (Steam & Good Old Games.)
And then, we got bogged down. Partly because it was my first time teaching this permutation of Interactive History and the first time I had taught the Revolution in years. Partly because of the complicated beast that is, We. The Revolution. I’ve learned some lessons in the process that hopefully will be helpful.
First, the parts where I’d like to improve. If we study games about the French Revolution again next year, I need to cut the lengthy classes on the early years of the Revolution (1789 – 1791) and focus on the years 1792 – 1794 where the events of the games are
Interactive History Class 2019 – Teacher’s Log #1 (Week of 8/19)
disclaimer: shockingly little/ sometimes no proofreading; I’m just trying to get the information and ideas out there fast.
So as some may know, I launched the second iteration of my Interactive History class, a senior elective at Cincinnati Country Day School. Last year it ran as a third quarter elective. While the class was very successful, I found it readily apparent that a reformed and expanded semester-long course could be even more successful. I had learned it was overly idealistic to suppose, in the first run of the course, that, say, reading one article on World War I would provide students enough refresher and new evidence to deeply critique a game on the topic. Hence the key difference (other than class time) in my approach this year: rather than encounter a briefer and necessarily more superficial investigation of the relevant history before playing a game, teach a small number of historical units in-depth and focus most of the games on these units. Then, arguably, students could learn and do history in a deeper more meaningful way through a variety of media and channel that learning into more rich and substantive play, analysis, and critique of historical games.
A Brief Intro Letter to US History Teachers
Taking a page from Emily Short and Chris Klimas’ blog playbooks, I was recently responding to a request from a teacher for suggestions using games for the first time in a college introductory-level US History survey courses\. I get requests like this every so often, and I’m delighted when new people find my work. I realized, though, I should probably post my suggestions on Gaming the Past for others to, hopefully, benefit from. So I polished it just a little bit, and here it is.
If you have more questions or want to dig deeper, I’m always willing to help out: jmc.hst@gmail.com
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