Archive
Hegemony: Philip of Macedon and the Inspiration of Simulation Games
(A republication of my original article at PlayThePast 5/8/2012 )
My original plan for this essay was to analyze the problem spaces filled in by Hegemony and evaluate briefly how defensibly this problem space was presented in light of what ancient evidence suggests about ancient battle. Playing the game, reading the manual, and, most importantly, engaging in the process of using a game to encourage thinking about a relatively unfamiliar problem space have led me in a different direction.
I have been writing on the subject of using simulation games to help students study the past in terms of dynamic systems for some time. And as an educator, I regularly attempt to put myself in my students’ cognitive shoes, to see things and encounter problems as they might. Hegemony allowed me the chance to experience more authentically how a sim can encourage students to think, question, and problem solve in an unfamiliar domain. To be fair, my dissertation and first book were on the Roman citizen cavalry of the Republic, and my third book on the military and political career of Marcellus (cos. 222 etc.). I do not (really!) spend all my time poring through works on ancient battle, and, more importantly, I have never had much opportunity at all to consider Philip II of Macedon’s problem spaces, other than at a superficial level. So while I am familiar with the basic narrative of Philip and the main characteristics of the Macedonian army, my knowledge on these would not fill more than a vaguely worded page or two.
Historical Simulations as Problem Spaces: Some Guidelines for Criticism
This is a reprint of my post at PlayThePast from March 2012. This essay generated some insightful comments, for which see http://www.playthepast.org/?p=2594
What simulation games do best as interpretations is present the past in terms of problem spaces. This is a concept I have co-opted from games and learning theorists (most notably Henry Jenkins and Kurt Squire) for use in thinking about how we teach and learn about the past and use simulation games. I have an article in the works that addresses some aspects of this, but I want to test these ideas out in the meantime. I am also inspired by the recent posts from Trevor and Rebecca and the enthusiastic feedback they generated and wanted to make some sense of that in relation to my work. Any feedback would be most welcome.
I.
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. Simulation games are interpretations of the past designed as problem spaces. A problem space, at least as I currently define it, has the following features:
Read more…
CHNM Has Launched My Six-Part Series on Simulation Games
CHNM (The Roy Rosenzweig Center for History and New Media at George Mason University) invited me to write a six part series introducing the effective use of historical simulations to teachers. The series will rely on some of the core practices I have set out in my book, Gaming the Past, while including some more recent insights. I’m very pleased to note the first installment is out.
Why Gaming the Past (the Book)?
(A republication of my original article at PlayThePast )
Routledge released my new book, Gaming the Past: Using Video Games to Teach Secondary History May 16th. I’m very excited for its release as, to my knowledge, it is the only book of its kind anywhere: a practical guidebook taking history and social studies teachers through all the steps of designing and implementing lessons and units using simulation games: selecting games, planning lessons, managing classes, and designing activities and assessments. Although its core audience is high school history teachers, educators at the middle school and college level, will, I believe, find the book useful. Play the Past was kind enough to ask me to spread the word on their site, and so, I’ll take the space to explain how I got to Gaming the Past and why it’s important.
I began teaching high school history immediately after I finished my Ph.D. at Ohio State (2000). In those days I was teaching at a boarding school for boys who had not yet succeeded at academics. Simulations of the pen-and-paper variety quickly became part of my repertoire. Somehow there was a world of difference between asking students to list the features of Soviet propaganda in the early years and having them pretend to be Soviet propaganda ministers designing their own campaign. I was dabbling back then (I like to call it experimenting now), but I found that simulations gripped students in a way few other instructional strategies could. When I relocated to Cincinnati Country Day School in 2002, a new world opened for me. Country Day was the first independent school (probably the first school) to implement a 1-to-1 laptop program for its students, grades 5-12. Equally as important, it’s simply an amazing place built on a terrific student body and faculty. Over the next few years I explored the effective use of computers in the classroom as research and note-taking tools, learning from my colleagues and trying out my own ideas. I continued to play with tabletop simulations along the way and began to experiment with video games, first using Civilization III in the class, then Rome: Total War.
Read more…
New article up
After getting a good reception from various readers to an article I wrote for the Playing with Technology in History conference last year, I decided to post the article here. It’s titled Simulation Games and the Study of the Past: Classroom Guidelines and hints at some of what will be in Gaming the Past. Read it here.
The Unexamined Game Is Not Worth Playing?
(A republication of my original article at PlayThePast )
Of course the unexamined game can be well worth playing if the goal is simply to enjoy and recreate—though I’d wager that many players reflect actively on their experiences in games. Enjoyment should always be a primary purpose of games. When the focus shifts to simulation games and the formal study of the past, however, there is little point to the unexamined game.
Two not particularly difficult paradoxes that are interesting in their ramifications for simulation games and learning, set the stage for this post.
1. “Though it is not an entirely historical game overall, the game does convey a sense of the Court atmosphere at Versailles. However, Courtisans of Versailles is ultimately better suited for the purpose of entertainment than that of education.” (please note that writer accurately noted the game title–the game was translated from the French into English as the Courtisans of Versailles, complete with the misspelling and the association with prostitution). This was the thesis recently advanced by a student tasked with critiquing a simulation game in a senior elective on simulations and the French Revolution. Read more…
The Happiness Metric in CivCity:Rome and the Critique of Simulation Games
(A republication of my original article at PlayThePast )
Over the past 5 years Firefly studios has designed two city building games, Stronghold 2 and CivCity: Rome (hereafter CC:R) that offer thoroughly engrossing gameplay while also presenting some interesting models of human behavior. As a gamer, I’m more interested in the former; as a teacher who works with simulation games as tools for learning about the past, the latter. I want to consider and compare how the games model the attitudes of human populations and some of the assumptions that seem to be made in these models.
Since this is my first posting on Play the Past, however, it seems like a good idea to offer a few comments on my frame of reference, in particular my understanding of how commercial simulation games should be handled–at least by history teachers and student historians, perhaps even by professional historians. First, as I have argued at greater length in an article and a forthcoming book, simulation games are interpretations, not oracles. As such they will contain a number of historical inaccuracies, particularly when it comes to core details. 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. Read more…
New serious game – The Curfew
BBC 4 has released a web game called The Curfew in which players in a 2027 Britain must survive the trials of living in a police-state.
The Happiness Metric in CivCity:Rome and the Critique of Simulation Games
Post for Play the Past
PlaythePast Blog Has Gone Live
The Play the Past Blog went up this week, and I’m pleased to be part of the initial team of contributors. Please check it out if you are interested in games and history. Here’s part of the blurb for the site:
“Collaboratively edited and authored, Play the Past is dedicated to thoughtfully exploring and discussing the intersection of cultural heritage (very broadly defined) and games/meaningful play (equally broadly defined). Play the Past contributors come from a wide variety of backgrounds, domains, perspectives, and motivations (for being interested in both games and cultural heritage) – a fact which is evident in the wide variety of topics we tackle in our posts.”


