Historical Simulations and the Mechanics of Conquest: How Game Mechanics Tell Stories About the Past

dc.contributor.advisorRitschel, Daniel
dc.contributor.authorArvizu, Andrew
dc.contributor.departmentHistory
dc.contributor.programHistorical Studies
dc.date.accessioned2021-09-01T13:56:03Z
dc.date.available2021-09-01T13:56:03Z
dc.date.issued2020-01-20
dc.description.abstractOver the past decade, historical simulations have become one of the most popular genres of video games. With audiences in the millions, these historically themed games represent mass-market works of popular history. This paper studies the kinds of historical narratives that tend to predominate within the genre through an analysis of game mechanics. Using the philosophy of experiential game design, this paper contextualizes four games within the broader historiography. An emphasis is given to comparing Tory and Whig histories and also the limitations of the medium in conveying historical narratives.
dc.formatapplication:pdf
dc.genretheses
dc.identifierdoi:10.13016/m2btms-kfgc
dc.identifier.other12198
dc.identifier.urihttp://hdl.handle.net/11603/22941
dc.languageen
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC History Department Collection
dc.relation.ispartofUMBC Theses and Dissertations Collection
dc.relation.ispartofUMBC Graduate School Collection
dc.relation.ispartofUMBC Student Collection
dc.sourceOriginal File Name: Arvizu_umbc_0434M_12198.pdf
dc.subjectDigital Media
dc.subjectHistorical Simulations
dc.subjectHistoriography
dc.subjectVideo Games
dc.titleHistorical Simulations and the Mechanics of Conquest: How Game Mechanics Tell Stories About the Past
dc.typeText
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