Rethinking History
The Journal of Theory and Practice
ISSN: 1364-2529 (Print) 1470-1154 (Online) Journal homepage: http://www.tandfonline.com/loi/rrhi20
Introduction: what is historical game studies?
Adam Chapman, Anna Foka & Jonathan Westin
To cite this article: Adam Chapman, Anna Foka & Jonathan Westin (2016): Introduction: what is
historical game studies?, Rethinking History, DOI: 10.1080/13642529.2016.1256638
To link to this article: http://dx.doi.org/10.1080/13642529.2016.1256638
Published online: 29 Nov 2016.
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Date: 06 December 2016, At: 03:30
RETHINKING HISTORY, 2016
http://dx.doi.org/10.1080/13642529.2016.1256638
Introduction: what is historical game studies?
Adam Chapmana, Anna Fokab,c
and Jonathan Westind
a
Department of Education, Communication and Learning, University of Gothenburg,
Gothenburg, Sweden; bVisiting Scholar at the centre for Gender Studies, University of Oslo,
Oslo, Norway; cHumlab, Umeå University, Umeå, Sweden; dDepartment of Conservation,
University of Gothenburg, Gothenburg, Sweden
KEYWORDS Historical game studies; history; games; videogames; popular history; Challenge the Past/
Diversify the Future conference
In 2005, William Uricchio published ‘Simulation, History and Computer
Games’, a chapter in the Handbook of Computer Game Studies (Raessens and
Goldstein 2005). A few other articles on the topic of historical games1 had
been published before this point (and some of these also contained valuable
insights and ideas). However, it is Uricchio’s piece that seems to have been most
consistently and frequently cited and used as course literature since its publication. Whilst undoubtedly this is partly due to the high quality of Uricchio’s
scholarship and his engaging writing style, his chapter also continues to have
relevance because of its particular focus. ‘Simulation, History and Computer
Games’ moved beyond a sole focus on the content of individual historical
games in isolation or the application of these games to other domains (such
as education). Instead, Uricchio’s chapter looked at games both on their own
terms and as an entire historical form, beginning to examine the variations
and patterns of this new mode of expression, consider its potentially unique
characteristics, the cultural conventions surrounding it and importantly, the
discourses of (particularly poststructuralist) history with which it had, oten
inadvertently, engaged.
Like all histories, an alternative narrative can be ofered of the early days of
what has become ‘historical game studies’ – ‘the study of those games that in
some way represent the past or relate to discourses about it’ (Chapman 2016,
16). Squire’s (2004) thesis, for example, on the use of Sid Meier’s Civilization
(1991–2016) to teach history in schools, is certainly also an inluential piece in
both historical game studies and the broader ield of games and learning. And
historical games and learning has since developed into a distinct and potentially
important strand of historical game studies. However, it is the concerns, breadth
CONTACT Adam Chapman
[email protected]
© 2016 Informa UK Limited, trading as Taylor & Francis Group
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A. CHAPMAN ET AL.
and tone of Uricchio’s piece that perhaps best comprehensively predicted what
the investigation of the relationship between history and games might become
and the type and scale of the kinds of questions that this investigation might
seek to answer. It therefore seems viable to forward this chapter as the beginnings of something that has only really started to properly cohere in the last
few years.
Uricchio does not seem to have returned to the subject himself. However, in
the eleven or so years since the publication of Uricchio’s piece, it has become
increasingly possible to recognise historical game studies as a distinct interest
separable from the larger ield of game studies by way of the theory, content
and purposes with which it is concerned. hough still very much nascent, the
ield has steadily grown into a recognizable network of scholars, events, texts
and strands of investigation concerned with what it might mean for the past to
be represented and most importantly, played with, in the game form. Over this
time, wider cultural discussion of games, whilst increasingly more astute, has
oten been the paradoxically mixed bag of neglect, contestation and hyperbole.
his, alongside the cultural association of play with childishness (despite the
contrary work of early play theorists such as cultural historian Johan Huizinga),
has meant that many of us who work with games have developed an almost
relexively defensive posture when describing our area of study to those outside
of it. Because economic considerations work as an easy shorthand as to signiicance in our globalised late capitalist societies, it is normally at this point in an
introduction related to the study of historical games that we would defend our
area of interest by ofering up statistics as to the enormous sales of such games
and time spent by consumers with them. However, this defensive attitude has
increasingly grown to seem a little outdated. Where once declaring that one has
a scholarly interest in history in games might be met with confusion (or even a
thinly veiled sneer), increasingly such a declaration is much more likely to be
greeted with nods (or at least shrugs) of acceptance or approval. Furthermore,
measuring popularity through only market statistics ignores important nuancing, difering and contextualising social, geographical and cultural aspects of
the role of games in contemporary life. As such, sensing that it is perhaps
time that we move beyond this kind of simplistic measure of signiicance, that
knowledge of the economic successes of games is now anyway commonplace,
and forwarding the idea that the ield of game studies has perhaps outgrown
this defensive posture, we make a conscious break from deploying this kind
of rhetoric here.2
However, it is actually only really possible to make such a break because of
the developments in recent decades in the philosophy and theory of history that
have encouraged the consideration of forms of popular historical representation and engagement. his is quite apparent if we – even cursorily – consider
some of the theoretical assumptions that oten quietly underpin such concerns.
Historical game studies, as discussed below, is (like all ields) made up of a series
RETHINKING HISTORY
3
of distinct (and even competing) foci and motivations, bound by some interest
in a common object of study. However, it is perhaps not too much to say that
most scholars who discuss, publish and write about them share at least some
basic perspectives. For example, it seems that such research would be at least
partly motivated by the idea that popular cultural forms/products are capable of
meaningful engagements with the past and have the potential to both determine
and relect how we both collectively and individually think about, understand,
negotiate and talk about that past in the present (e.g. De Groot 2009; Erll 2011);
that form exerts pressure on content (e.g. Munslow 2007; White 1987); and
that each form might therefore represent the past according to its own ‘rules
of engagement’ (Rosenstone 2006, 159) and should therefore be considered
on its own terms. And of course, more speciically underpinning most of the
work on historical games is the basic idea that games can indeed be, or relate
to, history. Once again, whilst this latter point has oten been emphasised in
historical game studies in the past (e.g. Chapman 2013; Kapell and Elliott 2013)
perhaps increasingly there is less need to do so.
In a sense then, regardless of the epistemological outlook of individual scholars, it would seem that the ield of historical game studies owes at least something to the diversifying and inclusive advances that have been the products of
discourses in a number of diferent disciplines in recent decades: the dissolution
of hierarchies between ‘high’ and ‘low’ culture and increasing interest in the
latter in media and cultural studies; the work on cultural/collective understandings and engagements with the past in the burgeoning ield of memory
studies; the linguistic turn in philosophy and subsequent postmodernist and
poststructuralist positions in historical theory that emerge in relation to this.3
he legacy of each of these debates is found in a myriad of new ields, of which
historical game studies is just one. Undoubtedly, the ield also particularly owes
something to the rich tapestry of work on popular engagements with the past
(such as historical ilm and reenactments) that has also emerged, at least partly,
in relation to these wider discourses.
It is perhaps because of this ancestry of sophisticated and nuanced work
that historical games studies has also (for the most part) managed to avoid
simplistic discussions about historical accuracy that have sometimes obtusely
taken up much time elsewhere and oten to little discernable beneit.4 his has
allowed the ield to spend its eforts examining broader and more productive
questions concerning the nature, possibilities, uses and limitations of the game
form itself, rather than simply the evaluation of the historical content of individual games through unfair/unproductive comparisons to other forms and/or
cultural areas of historical production. We feel that this quality is echoed in the
articles contained in this special section. he articles herein are not reluctant
about examining the rhetorical means by which games and their makers attempt
to establish a sense of authority and authenticity and are well aware of the tensions and interplays between reference and subjectivity in history. However,
4
A. CHAPMAN ET AL.
they avoid becoming stuck in unproductive dichotomies about what is or is
not, or can or cannot be, history – instead viewing history as a shared cultural
process spread across multiple forms, practices, social domains, and stakeholders. he importance of open-minded journals such as Rethinking History in
the formation and sustaining of these discourses, from which historical game
studies has (even unconsciously) beneited, cannot be overstated. As such, to
have a special section concerned with historical games in this journal feels, to
us at least, somewhat like a homecoming. hat historical game studies should
come to rest, even if only occasionally, in the pages of publications such as this,
which has grown the kind of discourses and ideas that allow its existence at
all, does seem to be rather apt. But what exactly is it that is ‘returning’? What
is historical game studies?
As noted above, at its most basic, historical games studies can be deined as
‘the study of those games that in some way represent the past or relate to discourses about it’ (Chapman 2016, 16). Whilst this is the essence of the binding
core focus of the ield, historical game studies is also a series of distinct but
overlapping areas of interest and strands of investigation. As might be expected,
close readings of the historical representations of individual or sub-genres of
historical games (e.g. Gish 2010; Kempshall 2015a; Shaw 2015) are a regular
presence and one that does seem to it neatly into the above description. So
too does another central strand of investigation: formal analyses that aim to
describe the properties of the historical game form by examining its structures of representation, processes of narration, possibilities, predispositions
and limitations and oten also aim to search for an analytical metalanguage to
describe these formal properties (e.g. Chapman 2016; Rejack 2007; Uricchio
2005). Similarly, research considering the representation of particular historical periods or events (e.g. Andersen 2015; Kline 2014) also seems to be neatly
encompassed in the above deinition of the ield. However, other research
concerns are only hinted at by this deinition. For example, research including the history-related practices of historical game players, such as modding,
online discussion and goal setting (e.g. Apperley 2007; Crabtree 2013), also
seems to it under the umbrella of historical game studies and yet is concerned
with more than only the games themselves. his is increasingly the case and
recent developments hint at a broadening of focus. hese include the study of:
audience and developer perspectives on the relationship between history and
games5; the relationship between cultural/collective memory and games (e.g.
Begy 2015; Pötzsch and Šisler 2016); the historical practices of fan cultures
surrounding ostensibly non-historical games (Webber 2016); the best practices
and problems of designing historical games (Clyde, Hopkins, and Wilkinson
2012; Šisler et al. 2012); and the use of games in historical conlict simulation
(Sabin 2007, 2012), history education (Kee 2014; McCall 2011) and heritage
(Champion 2015; Mortara et al. 2014). As such, the ield might demand an
expanded deinition going forward. Perhaps then a more inclusive answer for
RETHINKING HISTORY
5
the titular question might be, ‘the study of games that in some way represent
the past or relate to discourses about it, the potential applications of such games
to diferent domains of activity and knowledge, and the practices, motivations
and interpretations of players of these games and other stakeholders involved in
their production or consumption.’ Whilst admittedly a little less snappy, such a
deinition does at least serve to give a sense of the breadth and variety of the ield
as it continues to adapt not only to its own discourse but also to the demands
and activities of the complex networks and cycles of historical exchange into
which games ind themselves increasingly interwoven.
If this is a reined description of what historical game studies currently is or
where it is heading, it is perhaps itting to say something more speciic about
where the ield has come from, beyond the broader discourses already mentioned. If Uricchio has been the ‘bread and butter’ reference of the formative
years of the ield, Sid Meier’s Civilization has undoubtedly been the equivalent
case study for the same period. A critically acclaimed and long-running historical strategy series in which players control a ‘civilization’ from prehistory into
the near-future, the majority of the earliest discussions of history in games concentrate on this title (e.g. Kapell 2002; Lammes 2003; Poblocki 2002; Stephenson
1999) and indeed it remains a frequently utilised example. Recurring themes
in historical game studies, such as the predisposition of strategy games towards
reinforcing or, conversely, disrupting colonialist ideologies (and the teleological
master narratives that sustain them), emerged from the academic discussions
that this game has engendered. In part it seems that Civilization provoked
such interest not only because of its popularity but also because of its relative
complexity and its total embrace of the more unique qualities of the game form
(having for example a heavy emphasis on open narrative structure and player
agency). However, changing trends in the game industry in recent years, driven
both by technological and creative advances and shiting cultural appetites
(particularly the growth of the ‘indie’ scene), have ensured an increasingly
wide selection of games that engage the past and that do so in a variety of ways,
oten entailing new kinds of representational and functional complexity. As
such, whilst it is perhaps still not time to retire our concern with Civilization
(particularly with its ever-growing popularity and a new version, Civilization
VI, released in 2016), it is fair to say that historical game studies now considers a much wider variety of diferent types of historical games, having been
led by the changes in the object of study itself. his is something we hope is
somewhat relected in the articles contained herein, which deal with a number
of types of historical videogames, from roleplaying games ofering fantastical
alternate histories of World War II to more conventional depictions of the
same conlict in irst-person shooters, to depictions of the slavery systems of
the eighteenth-century Caribbean in action-adventure games. Even this variety
speaks to only a small portion of what can be considered to it under the term
‘historical game’.
6
A. CHAPMAN ET AL.
Alongside this broadened consideration of games and topics, in recent years
a number of longer works concerning historical games have enabled the growth
and strengthening of a shared discourse in the ield. hese publications have
played a role in coalescing a tangible line of discussion from a previously rather
scattered literature of single articles and chapters across a dizzying variety of
journals and edited volumes. It is now becoming much more common to ind
books focused exclusively on the meeting of history and games. For instance,
Kline’s (2014) anthology looks at the representation of the Middle Ages in
games, whilst Winnerling and Kerschbaumer’s (2014a, 2014b) concentrate on
representations of Early Modernity. Similarly, a few monographs now also deal
with the topic and add to the discourse in diferent ways. Examples include:
McCall’s (2011) Gaming the Past: Using Video Games to teach Secondary History;
Kempshall’s (2015b) he First World War in Computer Games; Champion’s
(2015) Critical Gaming: Interactive History and Virtual Heritage; Sabin’s
(2007) Lost Battles: Reconstructing the Great Clashes of the Ancient World and
Chapman’s (2016) Digital Games as History: How Videogames Represent the Past
and Ofer Access to Historical Practice. Undoubtedly, one of the most signiicant
publications in terms of its role in cohering the historical game studies ield
is the Playing with the Past anthology (Kapell and Elliott 2013). his skilfully
edited collection brings together many diferent strands of research. In doing
so, the volume provides an excellent introduction to thinking about historical
games and a shared ield of reference for continuing conversations in historical
game studies – as evident from the fact that each of the articles contained in this
special section references at least one of Playing with the Past’s chapters. his
capacity is added to by the collection’s well-written introduction – a clear and
cogent discussion of the broader relation between history and games. his chapter, whilst also providing a sophisticated discussion and comprising perhaps
part of an early manifesto for historical game studies, is particularly valuable
reading for students and those newly encountering the ield.
Indeed, publications of this nature might become more important as increasingly higher education programmes move to include consideration of historical
games alongside their teaching on other popular forms of history. hough
still far from commonplace, a recent brief and informal investigation by us
discovered at least 22 current higher education courses at various institutions
throughout Europe and North and South America that either directly focus on
historical games or that include consideration of them. It also seems likely that
these courses will become more commonplace. hat such courses are able to
exist is no surprise given their frequent popularity with students (this in turn
being unsurprising given that most of these students will now have grown up
with videogames as a regular part of their media consumption – oten including those games that represent the past). For instance, our course for PhD
students on the topic of historical representation in games at the University of
Gothenburg in 2014 (as part of the Doctoral School in Educational Sciences
RETHINKING HISTORY
7
initiative) drew 19 students from various parts of Europe and the USA. Courses
such as these seem set to play a part in ensuring the future and increased coalescence of the ield, if they are not already. Similarly, whilst once it was fairly
unusual to see papers on historical games, even at game studies conferences, it
is now much more common to see the topic dealt with in conferences across a
range of disciplines and interests (e.g. games, digital humanities, history, memory studies, heritage and philosophy). Such developments have the potential
to contribute both to the discourse of historical game studies and that of the
subjects from which they emerge.6 Indeed, it is events such as these that return
us to the impetus for this special section.
Challenge the Past/Diversify the Future was a conference that we held in
2014, also at the University of Gothenburg. he conference’s aim was to act as
a broad invitation to those that study visual and multi-sensory representations
of the past and their potential to challenge and diversify our understanding of
history and culture. As part of this, we included a track on historical games.
his proved to be very popular and ultimately featured 35 papers on the topic
given by an internationally diverse group of scholars hailing from institutions
all over Europe as well as further aield (including the United States, Japan and
Australia). he track also seemed to draw a number of attendees and engendered signiicant interest and productive cross-topic and cross-disciplinary
discourse from those attending due to other interests. his volume of papers,
whilst still relatively small in comparison to those generated by broader ields
of scholarly interest, was nonetheless a signiicant moment for historical game
studies and was probably the largest gathering of scholars working on these
games so far. his event also provided the momentum to establish the Historical
Game Studies Network (a small but rapidly growing community of scholars that
currently has around 200 members). his active group aims to foster the discussion of ideas, collaboration and the sharing of publications and information
concerning historical games.7 For at least some of us who attended Challenge
the Past (particularly those of us who had been working with historical games
for some time), the conference felt signiicant because it seemed to be symptomatic of the point at which historical game studies became recognizable as
more than a scattered ield of reference and isolated communities and became
an international network of shared discussion and focus.
he aims of this special section are twofold. Firstly and most obviously, the
section functions to give some of the work on historical games from Challenge
the Past a deservedly wider readership and one that hopefully shares Rethinking
History’s open-mindedness about unconventional ways to represent the past.
And in doing so, we hope that this forges or reairms links to the wider scholarship on historiography, theory, popular history etc. from which historical game
studies emerges and to which it continues to relate. However, secondly, we also
hope that the section gives readers a taste of that same sense that we experienced at the conference – an idea (or, for some, a reminder) of why historical
8
A. CHAPMAN ET AL.
game studies matters in the irst place. Furthermore, we hope that this section
gives an entry point into the discourse, a sense of the breadth and kind of work
that is already being done, and, hopefully, a glimpse of the future of the ield.
In terms of the latter, whilst historical game studies has already explored a
variety of issues relating to the depiction of the past in games in its relatively
short lifespan, there are certainly still omissions that have become increasingly glaring. For instance, as noted above, by way of Civilization and strategy
games of a similar ilk, historical game studies has spent considerable efort
exploring the connections to representations and ideologies of colonialism in
historical games. However, it is fair to say that relatively little attention has been
paid to the representation (or lack thereof) of systems of historical oppression
and wider discourses of identity at the level of historical agents. his is particularly important because mainstream historical videogames seem to have a
tendency toward deeply hegemonic interpretations of and perspectives on the
past – particularly in terms of gender and ethnicity/race (with the games by
far favouring the historical experiences of white, European, males). And yet,
far too little academic time and attention has been spent trying to understand
the formal or cultural conditions that have resulted in these depictions, analysing instances that step outside this general trend and exploring the potential
for progressive representations utilising the speciic afordances of the game
form. Emil Hammar’s article contained herein seeks to begin to address this
imbalance by exploring the representation of marginalised identities and the
potential for what he terms ‘counter-hegemonic commemorative play’ ofered
by games. Examining the representation of the eighteenth-century transatlantic
slave trade and its systemic racism found in the game Assassin’s Creed: Freedom
Cry (2013) (a mainstream historical game that ofers a rare opportunity to play
as a non-hegemonic player-character), Hammar explores the potential ofered
by the game’s structure, whilst still remaining critical of the wider problematic
discourses and frequently missed opportunities that it also symbolises. An
important step in Hammar’s analysis is his inclusion of the play experiences of
some players (game critics Evan Narcisse and Justin Clark) and their relections
on the relation of the game’s historical representation to their own contemporary identities.
Indeed, somewhat surprisingly for a ield concerned with a form dedicated to
the active role of its audience, historical game studies has so far spent relatively
little time examining the reactions, practices and understandings of the players
that actually utilize these games or the developers who produce them. his has
begun to hamper the ield in the sense that many arguments and assumptions
about the play experience and design process (implied by the objects of study)
have been made in the past, however, the evidence for the extent to which producer or consumer understandings and practices match up to these assertions
remains underwhelming. his oten makes it diicult to determine which of
these lines of inquiry might prove most fruitful for further investigation. It
RETHINKING HISTORY
9
is for this reason that articles such as Tara Copplestone’s piece herein, which
provide information about the actual people involved in the production, critique and consumption of the cultural artefacts with which we are concerned,
are so important for the future of the ield. Laying a foundation for this kind
of investigation, Copplestone starts with the seemingly basic yet important
(and, as her analysis and data reveals, actually multifaceted) issue of perceptions of ‘accuracy’. hat is to say she investigates the difering epistemological
understandings of the relationship between games and cultural-heritage held by
various stakeholders (players, developers and cultural-heritage practitioners).
Copplestone’s results and analysis provide a much-needed empirical basis for
some of the foundational assumptions that have oten underpinned arguments
about the nature and role of historical games even whilst sometimes remaining
unrecognised. Her article also provides some surprising results – particularly
in terms of highlighting tensions between the hanging shadow of authoritarian epistemologies drawn from other forms of historical representation and
nuanced and sophisticated understandings of the nature of games as a historical
form (and indeed the wider process of historical representation).
Johannes Koski’s article delves into similar concerns in the sense that it
examines the tensions at play in Japanese tactical role-playing game Valkyria
Chronicles. As Koski suggests, though ostensibly fantastical, the game is clearly
a reframing of the Second World War. His insightful analysis highlights the
complex tensions between the game’s usage of the popular narrative of WW2
in order to ground its supposedly ictional representation in history and the
subversion of this same narrative (and the normative perception of the nature of
history more generally) through the license that the fantastical setting provides.
hough seemingly concerned with only one game, Koski’s argument actually
has far ranging implications for historical game studies. he piece points to the
importance of diversifying our focus to include games originating from beyond
western cultures and to consider games that might be overlooked under more
immediately obvious conservative deinitions of historical game. Koski’s shit
pays of handsomely, inding in Valkyria Chronicles a case study of an unusual
historical game, notable for its diverse cast, thematic inclusion of the Holocaust
and attempts to explore the nature of memory and historical representation.
And signiicantly, a historical game that seemingly oten plays with the past in
meaningful ways not despite of its fantastical setting but precisely because of it.
Just as in 2005 Uricchio’s work represented what historical game studies
might become, we hope that the articles of this special section represent where
historical game studies is now headed. hough we remain conscious of the
historian’s tendency to periodise, still it does seem that the ield is now moving into its ‘second phase’. A number of exciting PhD projects seem poised to
take the topic in exciting new directions and increasingly there seems to be
a general purposeful diversiication of concerns, with previously overlooked
histories, games, game cultures and production/consumption practices and
10
A. CHAPMAN ET AL.
understandings now being considered. Such developments point to the enormous variety of ways in which historical games play a role in contemporary
culture. And, more generally, the importance of pursuing the creation of an
analytical language to describe the ways in which digital technologies continue
to change the ways we engage with the past, particularly given that these technological changes tend to continually outpace our eforts to understand them
(Foka forthcoming). Furthermore, each of these new concerns and directions
for the ield adds to our understandings of the possibilities, limitations and
potential of games as a form of history.
Historical game studies has, thanks to the academic heritage from which it
emerges, mostly avoided simplistic and unhelpful comparisons between games
and academic history that have occasionally blighted some other discourses
concerning popular history. However, there are still some balances that must
be carefully struck going forward. In particular we must remain careful not to
succumb to the easy master narratives of technological progression, expecting
games to simply solve wider problems of, for instance, historical engagement
and education or to function as a neat replacement for the historical forms that
precede them. Instead, we must also remain critical, even whilst hopeful. Like
all historical forms before them, games undoubtedly introduce new possibilities, but they also introduce new limitations and history in games is subject to
new formal and cultural pressures (Chapman 2016). hese aspects are just as
important to account for if we are to truly understand the relationship between
the representation of the past and the form of games. As Rosenstone writes of
historical ilm it ‘doesn’t do away with the old forms of history – it adds to the
language in which the past can speak’ (2006, 6). A similar sentiment seems
to be an important caveat to remember as historical game studies continues
to develop. And yet the ield undoubtedly also emerges from a respect for a
medium through which millions now engage with, and enjoy, history (and
respect for the endlessly creative eforts of those who allow them to do so). We
promised we would avoid invoking this popularity as a simplistic shorthand
as to signiicance. However, it seems it is diicult to rob oneself entirely of old
rhetorical habits and this efort must, like historical game studies itself, remain
a hopeful work in progress.
Notes
1.
2.
3.
hough of course it is possible to forward many deinitions of the ‘historical
game’, we work from the open deinition of this as those games that in some
way represent the past, relate to discussions about it, or stimulate practices
related to history.
However, for those who can’t resist, some of those statistics on sales of historical
games can be found elsewhere (Chapman 2016, 14).
And of course the origins of many of these discussions are found in earlier works
such as E.H. Carr’s What is History? (1961), from which we paraphrase our title.
RETHINKING HISTORY
11
4.
In this respect the ield certainly owes something to scholars, such as Robert
Rosenstone, who fought these battles previously in historical ilm studies.
5. hough published studies of this type remain rare, these foci seem to be an
integral part of much of the forthcoming work in historical game studies. See,
for example, the work of Sian Beavers (Open University) and the wider work
of our contributor Emil Hammar (University of Tromsø). And of course the
article by Tara Copplestone (University of York) contained herein.
6. Worthy of note in this regard is the MAMO (Middle Ages in the Modern
World) conference. In 2014 this conference featured a number of papers on
the representation of the Middle Ages in videogames, contributing not only
to the wider discourse of medievalism but also to the development of this as
a distinct strand of historical game studies. Similarly, the Rethinking How We
Explain the Past: History, Simulations and Games workshop, organized by Filipe
Penicheiro at the University of Coimbra in 2012, was an important event that
brought together scholars interested in historical games.
7. For those interested in joining the Historical Game Studies Network, the group
can currently be found on Facebook.
Acknowledgements
he Challenge the Past/Diversify the Future conference was funded by the Riksbankens
Jubileumsfond, University of Gothenburg, Visual Arena (Lindholmen Science Park) and
HUMlab (Umeå University). he authors gratefully acknowledge these contributions.
Disclosure statement
No potential conlict of interest was reported by the authors.
Funding
he Challenge the Past / Diversify the Future conference was funded by the Riksbankens
Jubileumsfond, University of Gothenburg, Visual Arena (Lindholmen Science Park),
and HUMlab (Umeå University).
Notes on contributors
Adam Chapman is a senior lecturer at the University of Gothenburg. He is the author
of Digital Games as History: How Videogames Represent the Past and Ofer Access to
Historical Practice (Routledge, 2016), alongside a number of other publications on the
topic of historical games. He is also the founder of the Historical Game Studies Network.
Anna Foka is assistant professor in Information Technology and the Humanities at
Umeå University, and for 2016, guest researcher at the Centre for Gender Studies at the
University of Oslo. Her background is in classics and ancient history. She has published
in the ields of cultural history, gender studies, technology, visualizations, geography
and history in the new media. Her most recent piece is ‘Experiential Analogies: A Sonic
Digital Ekphrasis as a Digital Humanities Project’ for the Digital Humanities Quarterly.
12
A. CHAPMAN ET AL.
Jonathan Westin is a researcher at the Department of Conservation, University of
Gothenburg, and co-director of the Heritage Visualization Laboratory. In his research he
studies how we form our perception of the past through representations, and how these
representations become part of our cultural heritage. By focusing on the communicative
aspects of heritage management, he approaches the creation of visual representations as
a negotiation process between new research and established images. Recent publications
include articles in the International Journal of Heritage Studies, Visual Anthropology
Review and the Journal of Gaming and Virtual Worlds.
ORCID
Anna Foka
http://orcid.org/0000-0002-9949-616X
http://orcid.org/0000-0003-3901-2650
Jonathan Westin
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