In this paper we investigate a fundamental tension in historical games: how they promise to let us experience the past as a playground while at the same time not offering the freedoms to radically... Show moreIn this paper we investigate a fundamental tension in historical games: how they promise to let us experience the past as a playground while at the same time not offering the freedoms to radically explore and experiment with it. Historical games, for all their simulative and immersive power, are still rather stuck in specific forms of past-play. To investigate these borders, and what could lie beyond, we will employ a new political theory of the past, vested in archaeological and anthropological scholarship, as developed by Graeber and Wengrow in their book The Dawn of Everything: A New history of Humanity. In particular, we will use their ideas about fundamental freedoms to analyse how and to what extent processes and moments of radical historical change can be experienced in games. We will do so by focusing on the popular and influential game series Sid Meier’s Civilization. Show less
More and more, people do not experience the past through books, museums, or even television, but through video games. This chapter discusses how these popular entertainment products provide playful... Show moreMore and more, people do not experience the past through books, museums, or even television, but through video games. This chapter discusses how these popular entertainment products provide playful and fun experiences of the past. Show less
The creation of new capital cities are watershed moments in the lives of ancient empires. Assyria, arguably the most successful imperial state of the ancient Near East, repeatedly engaged in... Show moreThe creation of new capital cities are watershed moments in the lives of ancient empires. Assyria, arguably the most successful imperial state of the ancient Near East, repeatedly engaged in capital creation. Capital creation denotes the development of a monumental capital, either in a new location or through the profound transformation of a pre-existing settlement. This dissertation focusses on the rationale, construction, and function of the imperial capitals of Assyria: Kār-Tukultī-Ninurta, Kalḫu, Dur-Šarrukēn, and Nineveh.By exploring three key questions – why was a capital created, how was a capital created, and what were the functions of the capital – this study presents a comparative analysis of these four urban centers and presents a new perspective on their creation, as well as an innovative framework for the study of capital creation from antiquity to today. Show less
Boom, K.H.J.; Ariese, C.E.; Hout, B. van den; Mol, A.A.A.; Politopoulos, A. 2020
The video game market is a big part of the current popular media landscape and is growing rapidly. Developers of video games are keen to make use of a variety of historical pasts as this provides... Show moreThe video game market is a big part of the current popular media landscape and is growing rapidly. Developers of video games are keen to make use of a variety of historical pasts as this provides them with recognisable themes,settings or narrative frameworks. Video games can be seen as the manifestation of experiential learning theory: they provide a unique informal learningenvironment in which their interactive nature allows for an immersive experience with which a deeper level of personal and historical learning can potentially be reached than in more formal settings. However, pasts incorporated in video games are mostly utilised to provide a fun experience in order to generate revenue. As more and more people depend on video games to teach them about the past, they often take the history presented in them for granted, relying on developers to tell an accurate story. Unmediated, players are prone to miss opportunities for critical engagement with the presented past, and can fall into the trap of presentism.It is important for those teaching about the past to understand how video games work, and what their potential and impact are. Data-driven approaches allow us to explore what types of games are considered to be ‘historical’. Our research shows that 206 million copies of games have been sold through Steam that were tagged as historical, and can be classified as strategy/top-down games, action-adventure narrative-driven games, or first-person action games. These types all have a reliance on some form of violence as central game mechanic, which needs to be taken into account when using video games as an education platform.Through four case studies, we show that video games can function as a platform to teach about the past in a critical, yet fun way. Firstly, Twine can be used to stimulate critical and multi-linear thinking as it allows the user to create a narrative based on a branching structure instead of a linear one. Secondly, video games can be incorporated into formal classroom settings in order to illustrate certain complex theoretical concepts. Streaming, or creating videos about games that incorporate the past, can be a major avenue for content-focused teaching, as well as a way to reflect on video game pasts – the third case study. Lastly, our RoMeincraft case study shows that participants are not only taught something about Roman heritage but also able to increase their skills in communication and digital media. The goal of this chapter is to provide researchers with practical examples set within a solid theoretical Show less
Ariese, C.E.; Boom, K.H.J.; Mol, A.A.A.; Politopoulos, A. 2015