Historical Simulations and the Mechanics of Conquest: How Game Mechanics Tell Stories About the Past
dc.contributor.advisor | Ritschel, Daniel | |
dc.contributor.author | Arvizu, Andrew | |
dc.contributor.department | History | |
dc.contributor.program | Historical Studies | |
dc.date.accessioned | 2021-09-01T13:56:03Z | |
dc.date.available | 2021-09-01T13:56:03Z | |
dc.date.issued | 2020-01-20 | |
dc.description.abstract | Over 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.format | application:pdf | |
dc.genre | theses | |
dc.identifier | doi:10.13016/m2btms-kfgc | |
dc.identifier.other | 12198 | |
dc.identifier.uri | http://hdl.handle.net/11603/22941 | |
dc.language | en | |
dc.relation.isAvailableAt | The University of Maryland, Baltimore County (UMBC) | |
dc.relation.ispartof | UMBC History Department Collection | |
dc.relation.ispartof | UMBC Theses and Dissertations Collection | |
dc.relation.ispartof | UMBC Graduate School Collection | |
dc.relation.ispartof | UMBC Student Collection | |
dc.source | Original File Name: Arvizu_umbc_0434M_12198.pdf | |
dc.subject | Digital Media | |
dc.subject | Historical Simulations | |
dc.subject | Historiography | |
dc.subject | Video Games | |
dc.title | Historical Simulations and the Mechanics of Conquest: How Game Mechanics Tell Stories About the Past | |
dc.type | Text | |
dcterms.accessRights | Distribution Rights granted to UMBC by the author. | |
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