Bibliography
Topics
- Historical Games in History Education
- Historical Games and History / Historical Games as History
- Designer and Production Studies
- Archaeogaming. Archaeology of Games and in Games
- Ancient History and Historical Games
- Medieval European History, Medievalism, and Historical Games
- Historical Games and Early Modernity
- US Western History and Games
- World Wars and Digital Historical Games
- Imperialism, Colonialism, and Hegemony in and around Games
- Sid Meier’s Civilization and History
- Simulation & Game Design and Use
- Games and Learning; Games and Simulations in Education
- Formal Analysis of Video Games (Including Literary Analysis)
- Interactive History, Text and Narrative / Storytelling
- Issues of Pedagogy Relevant for Using Gaming in Education
- History of Games and Study of Games in Society
- The Discipline of History and History Education, Counterfactual History
- Media Literacy
- Game Theory
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Historical Games in History Education
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Historical Games and History / Historical Games as History
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Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. London: Routledge.
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McCall, J. (2020).“The Historical Problem Space Framework: Games as a Historical Medium,” Game Studies, 20.3.
McCall, J. (2012). Historical simulations as problem spaces: Criticism and classroom use. Journal of Digital Humanities 1.
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SHaw, A. (2015). The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III. Loading 9(14):
Stouraitis, E. (2018). Deconstructing the Historical Culture of Massively Multiplayer Online Games: A Participatory Interactive Past. International Journal of Research on History Didactics, History Education, and History Culture, Yearbook 39, 31-52 (Online)
Taylor, T. (2003). Historical simulations and the future of the historical narrative. Journal of the Association for History and Computing, 6(2). Retrieved from http://hdl.handle.net/2027/spo.3310410.0006.203
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Vowinckel, A. (2009). Past futures: From re-enactment to the simulation of history in computer games. Historical Social Research/Historische Sozialforschung. 34, 322-332.
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Designer and Production Studies
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Grufstedt, Y. (2022), Shaping the Past: Counterfactual History and Game Design Practice in Digital Strategy Games. DeGruyter.
Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter
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Archaeogaming: Archaeology of and in Games
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Aycock, J. 2016. Retrogame archeology: Exploring old computer games. New York: Springer. DOI: https://doi.org/10.1007/978-3-319-30004-7Hide or report this
Champion, E. 2011. Playing with the past. London: Springer. DOI: https://doi.org/10.1007/978-1-84996-501-9
Copplestone, T and Dunne, D. 2017. Digital media, creativity, narrative structure and heritage. Internet Archaeology, 44. DOI: https://doi.org/10.11141/ia.44.2
Gardner, A. 2008. Playing with the past: A review of three ‘archaeological’ PC games. European Journal of Archaeology, 10(1): 74–77. DOI: https://doi.org/10.1177/14619571070100010502
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Mol, AAA. (2014). Play-things and the origins of online networks: Virtual material culture in multiplayer games. Archaeological Review from Cambridge, 14(1): 144–166. https://www.academia.edu/…/Play-Things_and_the_Origins…
Mol, AAA, Ariese-Vandemeulebroucke, CE, Boom, KHJ, Politopoulos, A and Vandemeulebroucke, V. (2016). Video games in archaeology: Enjoyable but trivial? SAA Archaeological Record, 16(5): 11–15. http://digitaleditions.sheridan.com/publication/?i=356358&article_id=2638854&view=articleBrowser&ver=html5&fbclid=IwAR2TDMjgCez2WkVQvTIFyNEGp2Z6c-tiJA0rWp4q6ckQr2yXORAnzVEOniU#{%22issue_id%22:356358,%22view%22:%22articleBrowser%22,%22publication_id%22:%2216146%22,%22article_id%22:%222638854%22}
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Ancient History and Historical Games
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Hatlen, J. F. (2012). Students of Rome: Total War. In Thea S. Thorsen (ed.), Greek and Roman Games in the Computer Age, Trondheim Studies in Greek and Latin, Trondheim , p. 175-198. (online)
McCall, J. (2019). Gaming the Past Designer Talk 3: Philippe Malacher (Field of Glory: Empires) Spotify
McCall, J. (2019). Gaming the Past Designer Talk 4: Richard Bodley Scott (Field of Glory 2). Spotify
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Medieval European History, Medievalism, and Historical Games
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Fewster, D. (2015). The Witcher 3: A Wild and Modern Hunt to Medievalise Eastern and Northern .Europe. Gamevironments 2: 158-180.
Houghton, R. ed. (2020), The Middle Ages in Modern Games: Conference Proceedings, Vol. 1. (available online)
Houghton, R. ed. (2021), The Middle Ages in Modern Games: Conference Proceedings, Vol. 2. (available online)
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Kline, D. (2014). Digital Gaming Re-imagines the Middle Ages. London: Routledge.
Wolterink, J (2017) Authentic Historical Imagery: A Suggested Approach for Medieval Videogames. Gamevironments, issue 6, 1-33. (available online)
Wright-Maley C., and J. Parag (2018). All fall down: Simulating the spread of the Black Plague in the high school history classroom. The History Teacher 50, 517-34
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Historical Games and Early Modernity
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Winnerling, T. and F. Kerschbaumer, eds.(2014). Early Modernity and Video Games. Cambridge
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US Western History Games
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Wills, J. (2008). Pixel cowboys and silicon gold mines: Videogames of the American West. Pacific Historical Review, 77, 273-303.
Wright, E. (2022). Rockstar Games and American History: Promotional Materials and the Construction of Authenticity. DeGruyter
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World Wars and Games
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Campbell, J. (2008). Just less than total war: Simulating World War II as ludic nostalgia. In Whalen & L. Taylor (Eds.), Playing the past: History and nostalgia in video games (pp. 182-200). Nashville, TN: Vanderbilt.
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Koski, J. (2016). Reflections of history: representations of the Second World War in Valkyria Chronicles. Rethinking History. http://dx.doi.org/10.1080/13642529.2016.1256625
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Imperialism, Colonialism, and Hegemony in and around Games
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Borit, C., Borit, M., and P. Olsen (2018). Representations of Colonialism in Three Popular, Modern Board Games: Puerto Rico, Struggle of Empires, and Archipelago. Open Library of Humanities, 4: 17. https://olh.openlibhums.org/articles/10.16995/olh.211/
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Sid Meier’s Civilization and History (See also, Imperialism and Colonialism Games and in Games)
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Burns, A. (2002). Civilization III: Digital game-based learning and macrohistory simulations. Retrieved from http://www.alexburns.net/Files/CivilizationIII.pdf
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Ford. D. (2016)“eXplore, eXpand, eXploit, eXterminate”:Affective Writing of Postcolonial History and Education in Civilization V. Game Studies, 16.
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“Civilization IV and V as Gamic Histories” (April 2020) (link)
McCall, J. (2019). Gaming the Past Designer Talk 1: Soren Johnson (Civilization IV) Spotify
McCall, J. (2019). Gaming the Past Designer Talk 2: Jon Shafer (Civilization V). Spotify
Mol, A. Politopoulos, A., and C. Ariese (2017). From the Stone Age to the Information Age. History and Heritage in Sid Meier’s Civilization VI. Advances in Archaeological Practice. https://www.cambridge.org/core/journals/advances-in-archaeological-practice/article/from-the-stone-age-to-the-information-age/A23316ACBE9D5DBD392AC03820AEC6A8/core-reader?fbclid=IwAR0LZqe2gCz2o3OsC_xKsiNfdsvqHs0E-1xZvm6lE5GJ4SEEQ7S2q65hRpk
Mol, A., A. Politopoulos (2018). One More Turn Season 1
Mol, A., A. Politopoulos (2018). One More Turn Season 2
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Soares, G. (2019). Civilization and Strategy Games’ Progress Delusion. Vice. https://www.vice.com/en_us/article/4aggzm/civilization-and-strategy-games-progress-delusion
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Interactive History, Text and Interactive Narrative
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Media Literacy
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Game Theory
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