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Posts Tagged ‘Historical Authenticity’

Defensible models and Historical Problem Spaces as an approach to assessing the validity of of historical games.

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)

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.

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When Games about the Past Trouble the Present: Games and History, Accuracy, Equity, Representation, and Reality

November 10, 2018 2 comments

Over the past few months I have been mulling over some ideas for a set of talks I’m giving in the winter and spring for students, teachers, and parents on historical video games and gameplay as historying, the ways they represent the past, and the importance of a critical perspective.

As part of this, I’ve just started gathering, for my own research, articles written online about historical video games with interpretations and assumptions about the past that cause controversies and issues for present day gamers.

Disclaimer: I have not read most of these articles yet, but my criterion was basically longer form analytical essays (as opposed to news reports)of historical games that portray the past in controversial ways for the present. The current batch ranges from the diversity of people in past societies, to the portrayal of certain political, social groups, and/or cultural groups to the representation of nuclear weapons. I’m barely scratching the surface here and would love to update this with more articles and links (send me anything you think would fit the bill)

Bias Disclaimer: I stand for equity, inclusion, compassion, respect, and decency. My selections hopefully reflect that.

Analytical Essays

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Discussion: Historical Accuracy and Historical Video Games (Part 1)

December 26, 2017 4 comments

For this first post in a series, Adam Chapman and I begin to discuss, and hopefully unravel, the ideas of historical accuracy and authenticity in historical video games. What do we mean by these terms? Can games show accuracy and authenticity? Does it matter and, if so, why? We have authored this as a dialogue, each of us contributing a little text at a time and responding off each other.  We welcome participation and will respond to comments.

Jeremiah: It seems a straightforward sort of question: “how historically accurate is that video game?”,  whether it’s Assassin’s Creed: Origins, Call of Duty: World War II, Sid Meier’s Civilization or any of the myriad historical video games. Sometimes when we talk about historical video games, we use the term historically authentic to try to capture something different about the ways a historical game relates to the past it depicts. Either way, it’s not an easy question. But let’s see if we can unpack it.

What does it mean to be historically accurate in general? Does that mean that a medium (text, recording, image, video, game, etc.) represents or depicts events in the correct chronology and “as they happened”? If so, we’ve got a problem right there. It’s been quite awhile since mainstream historians have argued that historians can in any meaningful sense depict the past “as it was.” But let’s leave that aside for a moment. Let’s stipulate that historically accurate means presenting accurately in the medium the “historical facts”, the “generally accepted” view of events, the participants, the order they happened, causes and effects, that sort of thing,

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