Return to the Interactive Past

The Interplay of Video Games and Histories

Edited by Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom, Bram van den Hout, Angus A.A. Mol & Aris Politopoulos | Forthcoming

Return to the Interactive Past

The Interplay of Video Games and Histories

Edited by Csilla E. Ariese-Vandemeulebroucke, Krijn H.J. Boom, Bram van den Hout, Angus A.A. Mol & Aris Politopoulos | Forthcoming

ISBN: 9789088909122

Imprint: Sidestone Press | Format: 182x257mm | ca. 200 pp. | Language: English | 1 illus. (bw) | 30 illus. (fc) | Keywords: Video games; history; heritage; archaeology; representation; education; game development | download cover

Publication date: not yet set

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  • Bookinfo

    ISBN: 9789088909122

    Imprint: Sidestone Press | Format: 182x257mm | ca. 200 pp. | Language: English | 1 illus. (bw) | 30 illus. (fc) | Keywords: Video games; history; heritage; archaeology; representation; education; game development | download cover

    Publication date: not yet set

We will plant a tree for each order containing a paperback or hardback book via OneTreePlanted.org.

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.

Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans’ voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Returning to the Interactive Past
Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout & Krijn H.J. Boom

Part I: Narratives in and of Video Games

The Role of Historical Research and ‘Historical Accuracy’ in Where the Water Tastes Like Wine
Johnnemann Nordhagen

Their Memory: Exploring Veterans’ Voices
Iain Donald, Emma Houghton & Kenneth Scott-Brown

The Desolation of Vixens
John Aycock & Hayden Kroepfl

The Final Word? How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain
Dennis Jansen

Part II: Representations and Intersectionality in Video Games

Personal and Social Recent History in Fragments of Him: Defining and Exploring ‘Immersion’ in Video Games
Mata Haggis-Burridge

‘Transcending History and the World’: Ancient Greece and Rome in Versus Fighting Video Games
Dunstan Lowe

Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation
Ashlee Bird

Fork in the Road: Consuming and Producing Video Game Cartographies
Florence Smith Nicholls

Part III: Historical Research and Learning through Video Games

Scholarly History through Digital Games: Pedagogical Practice as Research Method
Robert Houghton

Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools
Juan Hiriart

Gaming the Past: Video Games and Historical Literacy in the College Classroom
Jeffrey Lawler & Sean Smith

Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games
George L. Vlachos

Stories Around the Campfire
The Interactive Past Community

The Future of the Interactive Past
Csilla E. Ariese, Bram van den Hout, Angus A.A. Mol, Aris Politopoulos & Krijn H.J. Boom

Dr. Csilla E. Ariese-Vandemeulebroucke

Csilla E. Ariese-Vandemeulebroucke completed her PhD as part of the ERC-Synergy project NEXUS1492 at the Faculty of Archaeology, Leiden University. Her dissertation explores Caribbean museums and the practices and processes through which they engage with a diversity of communities. She is continuing as a researcher within the same project and faculty, now working to catalogue Caribbean collections in European museums.

read more

Dr. Krijn H.J. Boom

Krijn Hendrikus Johannes Boom completed his PhD as part of the European NEARCH Project at the Faculty of Archaeology, Leiden University. Krijn works as a Project Manager Blended Learning at the Faculty of Science, University of Amsterdam and is Co-Founder of the VALUE foundation.

read more

Dr. Angus A.A. Mol

Angus Mol is a post-doctoral researcher. He works on the theory and methodology of past and present socio-material networks, ranging from entanglements at Çatalhöyük and cultural encounters in the Caribbean, to the materiality of online multiplayer games. His writings have appeared at Sidestone Press, in a number of international journals, and, as Dr. Random, on www.valueproject.nl.

read more

Bram van den Hout

Bram van den Hout is a junior researcher at the International Institute of Social History and his fields of interest are Slavery, Piracy, and Violence in the Dutch East Indian Company. Through the VALUE Foundation he also explores the intersection between video games and history.
He co-authored the book Testimonies of Enslavement: Sources on Slavery from the Indian Ocean World and three articles (set for publication in 2020) all on slavery and the slave trade within and around the city of Cochin on the Southwest Indian coast, at the time controlled by the Dutch East India Company.

read more

Aris Politopoulos MA

Aris is a PhD candidate at Leiden University, Faculty of Archaeology. Aside from video games, he is passionate about the Near East and more specifically the Assyrian Empire and its capital cities. He investigates the reasons for the construction of new capitals, as well as their function within the imperial system. He is also interested in all forms of storytelling and narratives – from Dungeons and Dragons to history-telling.

read more

Abstract:

A defining fixture of our contemporary world, video games offer a rich spectrum of engagements with the past. Beyond a source of entertainment, video games are cultural expressions that support and influence social interactions. Games educate, bring enjoyment, and encourage reflection. They are intricate achievements of coding and creative works of art. Histories, ranging from the personal to the global, are reinterpreted and retold for broad audiences in playful, digital experiences. The medium also magnifies our already complicated and confrontational relation with the past, for instance through its overreliance on violent and discriminatory game mechanics. This book continues an interdisciplinary conversation on game development and play, working towards a better understanding of how we represent and experience the past in the present.

Return to the Interactive Past offers a new collection of engaging writings by game creators, historians, computer scientists, archaeologists, and others. It shows us the thoughtful processes developers go through when they design games, as well as the complex ways in which players interact with games. Building on the themes explored in the book The Interactive Past, the authors go back to the past to raise new issues. How can you sensitively and evocatively use veterans’ voices to make a video game that is not about combat? How can the development of an old video game be reconstructed on the basis of its code and historic hardware limitations? Could hacking be a way to decolonize games and counter harmful stereotypes? When archaeologists study games, what kinds of maps do they draw for their digital fieldwork? And in which ways could we teach history through playing games and game-making?

Contents

Returning to the Interactive Past
Angus A.A. Mol, Aris Politopoulos, Csilla E. Ariese, Bram van den Hout & Krijn H.J. Boom

Part I: Narratives in and of Video Games

The Role of Historical Research and ‘Historical Accuracy’ in Where the Water Tastes Like Wine
Johnnemann Nordhagen

Their Memory: Exploring Veterans’ Voices
Iain Donald, Emma Houghton & Kenneth Scott-Brown

The Desolation of Vixens
John Aycock & Hayden Kroepfl

The Final Word? How Fans of The Elder Scrolls Record, Archive, and Interpret the Battle of Red Mountain
Dennis Jansen

Part II: Representations and Intersectionality in Video Games

Personal and Social Recent History in Fragments of Him: Defining and Exploring ‘Immersion’ in Video Games
Mata Haggis-Burridge

‘Transcending History and the World’: Ancient Greece and Rome in Versus Fighting Video Games
Dunstan Lowe

Synthetic Spaces and Indigenous Identity: Decolonizing Video Games and Reclaiming Representation
Ashlee Bird

Fork in the Road: Consuming and Producing Video Game Cartographies
Florence Smith Nicholls

Part III: Historical Research and Learning through Video Games

Scholarly History through Digital Games: Pedagogical Practice as Research Method
Robert Houghton

Life Was Really Hard! Designing and Using Digital Games to Explore Medieval Life in Primary Schools
Juan Hiriart

Gaming the Past: Video Games and Historical Literacy in the College Classroom
Jeffrey Lawler & Sean Smith

Of Ecosystems and Landscapes: An Essay on Grasping Themes of Environmental History in Video Games
George L. Vlachos

Stories Around the Campfire
The Interactive Past Community

The Future of the Interactive Past
Csilla E. Ariese, Bram van den Hout, Angus A.A. Mol, Aris Politopoulos & Krijn H.J. Boom

Dr. Csilla E. Ariese-Vandemeulebroucke

Csilla E. Ariese-Vandemeulebroucke completed her PhD as part of the ERC-Synergy project NEXUS1492 at the Faculty of Archaeology, Leiden University. Her dissertation explores Caribbean museums and the practices and processes through which they engage with a diversity of communities. She is continuing as a researcher within the same project and faculty, now working to catalogue Caribbean collections in European museums.

read more

Dr. Krijn H.J. Boom

Krijn Hendrikus Johannes Boom completed his PhD as part of the European NEARCH Project at the Faculty of Archaeology, Leiden University. Krijn works as a Project Manager Blended Learning at the Faculty of Science, University of Amsterdam and is Co-Founder of the VALUE foundation.

read more

Dr. Angus A.A. Mol

Angus Mol is a post-doctoral researcher. He works on the theory and methodology of past and present socio-material networks, ranging from entanglements at Çatalhöyük and cultural encounters in the Caribbean, to the materiality of online multiplayer games. His writings have appeared at Sidestone Press, in a number of international journals, and, as Dr. Random, on www.valueproject.nl.

read more

Bram van den Hout

Bram van den Hout is a junior researcher at the International Institute of Social History and his fields of interest are Slavery, Piracy, and Violence in the Dutch East Indian Company. Through the VALUE Foundation he also explores the intersection between video games and history.
He co-authored the book Testimonies of Enslavement: Sources on Slavery from the Indian Ocean World and three articles (set for publication in 2020) all on slavery and the slave trade within and around the city of Cochin on the Southwest Indian coast, at the time controlled by the Dutch East India Company.

read more

Aris Politopoulos MA

Aris is a PhD candidate at Leiden University, Faculty of Archaeology. Aside from video games, he is passionate about the Near East and more specifically the Assyrian Empire and its capital cities. He investigates the reasons for the construction of new capitals, as well as their function within the imperial system. He is also interested in all forms of storytelling and narratives – from Dungeons and Dragons to history-telling.

read more










We will plant a tree for each order containing a paperback or hardback book via OneTreePlanted.org.

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