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.bsky.social; @gamingthepast@hcommons.social) , teacher, historian, game designer, historical game studies person, and author of Gaming the Past, Second Edition

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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…

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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.

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The Unexamined Game Is Not Worth Playing?

December 23, 2010 1 comment

(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…

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The Happiness Metric in CivCity:Rome and the Critique of Simulation Games

December 16, 2010 2 comments

(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…

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New serious game – The Curfew

November 24, 2010 Leave a comment

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.

http://www.thecurfewgame.com/

The Happiness Metric in CivCity:Rome and the Critique of Simulation Games

November 17, 2010 Leave a comment
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PlaythePast Blog Has Gone Live

November 17, 2010 Leave a comment

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.”

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Welcome

The new url and WordPress based site is ready to go. I am in the process of finishing the publisher search for my practical guidebook to historical simulations in the classroom. Once that is settled, I plan to keep this website maintained reasonably frequently.
In the meantime please jump in; hopefully you will find some things of use. For those who have been to the former site (www.historicalsimulations.net), though not for a while, here are some of the newest additions:

Feedback and contributions are welcome.

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2010 Horizon Report: K-12 Edition is Out

The Horizon report, published by the New Media Consortium is out. Games have been identified as a key learning technology within the next 5 years.

The Report

A synopsis from THE

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NPR piece on game design degrees

NPR’s All Things Considered released a short segment on 4/4/10 Gaming Degrees Grow In Popularity And Application_ by Kathy Lore

The transcript

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