Preview

Concept: philosophy, religion, culture

Advanced search

Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes

https://doi.org/10.24833/2541-8831-2023-3-27-7-25

Abstract

The article explores the possibilities and prospects of using an audio visualized (multimedia) text, which, according to the author, is the phenomenon of a computer game (in particular, the genre of global strategy) to represent the historical process in the form of its simulation. The study aims to identify the possibilities and limitations of demonstrating elements of world-system analysis in the space of the game universe of global historical strategies. The goals are: 1) to analyze key aspects of virtualized game simulation in the form of global strategy; 2) to systematize characteristic features of the combination of scientific and subjective factors in game simulation; 3) to identify the influence of the cultural factor on creating virtual worlds in games; 4) to conduct case-studies considering games through the prism of the theoretical framework of game simulation. The study employs the historical-genetic method and discourse analysis. Axiological and anthropological approaches are used to find sociocultural specificities of game simulations by investigating their value orientations and practices in the game and in the community of gamers. The study specifies features of variable modelling on the example of game universes of Civilization, Crusader Kings, Europa Universalis etc. The results of the study include the analysis of 1) history reconstruction in global game strategies from the point of view of philosophy of culture; 2) game mechanics reflecting their creators’ and gamers’ personal features; 3) creating cultural landscape in global simulation games. The author suggests that modern global strategies is not only a kind of virtual entertainment and cybertext, but also a means of reliving the historical narrative when mass consciousness can explore alternative history. This approach makes way for spreading historical knowledge via historical simulation.

About the Author

V. M. Ovchinnikov
Military Academy of Military Air Defense of the Armed Forces of the Russian Federation named after Marshal of the Soviet Union A.M. Vasilevsky
Russian Federation

Vladimir M. Ovchinnikov — PhD in History, Lecturer at the Department of Military-Political Work in the Military

2 Kotovskogo str., Smolensk, Russia (Russia)



References

1. Aarseth, E. J. (1997) Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.

2. Apperley, T. (2013) ‘Modding the historian’s code: Historical verisimilitude and the counterfactual imagination’, in Playing with the past: digital games and the simulation of history. New York: Bloomsbury, pp. 185–198.

3. Berlin, I. (1960) ‘History and Theory: The Concept of Scientific History’, History and Theory, 1(1), pp. 1–31. https://doi.org/10.2307/2504255

4. Bogost, I. (2006) Unit Operations: An Approach to Videogame Criticism. Cambridge: The MIT Press. https://doi.org/10.7551/mitpress/6997.001.0001

5. Bogost, I. (2007) Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press. https://doi.org/10.7551/mitpress/5334.001.0001

6. Caillois, R. (1958) Les jeuxet les hommes: Essais de sociologie de la culture. Paris: Gallimard. (Russ. ed.: (2007) Igry i li︠u︡di: Statʹi i ėsse po sot︠s︡iologii kulʹtury. Moscow: OGI Publ.).

7. Chapman, A. (2013) ‘Affording history: Civilization and the ecological approach’, in Playing with the past: Digital Games and the Simulation of History. New York: Bloomsbury.

8. Chapman, Adam (2013) ‘Is Sid Meier’s Civilization history?’, Rethinking History, 17(3), pp. 312–332. https://doi.org/10.1080/13642529.2013.774719

9. Clyde, J., Hopkins, H. and Hopkins, H. (2012) ‘Beyond the “Historical” Simulation: Using Theories of History to Inform Scholarly Game Design’, Loading...the Journal of the Canadian Game Studies Association, 6(9), pp. 3–16.

10. Crogan, P. (2011) Gameplay Mode: War, Simulation, and Technoculture. Minneapolis: University of Minnesota Press.

11. Friedman, T. (1998) ‘6. Civilization and Its Discontents: Simulation, Subjectivity, and Space’, in On a Silver Platter: CD-ROMs and the Promises of a New Technology. New York: New York University Press, pp. 132–150. https://doi.org/10.18574/nyu/9780814786734.003.0008

12. Gandolfi, E. (2016) ‘Subjective Temporalities at Play: Temporality, Subjectivity and Gaming Affordances in Cities: Skylines, Europa Universalis IV and Pillars of Eternity’, Simulation & Gaming, 47(6), pp. 720–750. https://doi.org/10.1177/1046878116670292

13. Gish, H. (2010) ‘Playing the Second World War: Call of Duty and the Telling of History’, Eludamos: Journal for Computer Game Culture, 4(2), pp. 167–180. https://doi.org/10.7557/23.6042

14. Green, W. A. (1995) ‘Periodizing World History’, History and Theory, 34(2), pp. 99–111. https://doi. org/10.2307/2505437

15. Juul, J. (2005) Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge: MIT Press.

16. Kapell, M. W. and Elliott, A. B. R. (2013) ‘Conclusion(s): Playing at true myths, engaging with authentic histories’, in Playing with the past: digital games and the simulation of history. New York: Bloomsbury, pp. 357–369.

17. Lowenthal, D. (2015) The past is a foreign country. Cambridge: Cambridge University Press.

18. Lundgren, S. and Björk, S. (2012) ‘Neither playing nor gaming: pottering in games’, in Proceedings of the International Conference on the Foundations of Digital Games. New York: ACM, pp. 113–120. doi: 10.1145/2282338.2282363.

19. McNeill, W. (1963) The Rise of the West: A History of the Human Community. Chicago: University of Chicago Press. (Russ. ed.: (2004) Voshozhdenie Zapada. Istorija chelovecheskogo soobshhestva. Kiev: NikaCentr; Moskow: Starklajt.).

20. Motte, W. (1995) Playtexts: ludics in contemporary literature. Lincoln: University of Nebraska Press.

21. Munslow, A. (2012) A History of history. London: Routledge.

22. Nohr, R. F. (2010) ‘Strategy Computer Games and Discourses of Geopolitical Order’, Eludamos: Journal for Computer Game Culture, 4(2), pp. 181–195. https://doi.org/10.7557/23.6043

23. Parlett, D. (1999) The Oxford History of Board Games. Oxford: Oxford University Press.

24. Schut, K. (2007) ‘Strategic Simulations and Our Past: The Bias of Computer Games in the Presentation of History’, Games and Culture, 2(3), pp. 213–235. https://doi.org/10.1177/1555412007306202

25. Urrichio, W. (2005) ‘Simulation, history, and computer games’, in Handbook of computer games studies. Cambridge: MIT Press.

26. Voorhees, G. A. (2009) ‘I Play Therefore I Am: Sid Meier’s Civilization, Turn-Based Strategy Games and the Cogito’, Games and Culture, 4(3), pp. 254–275. https://doi.org/10.1177/1555412009339728

27. Wainwright, A. M. (2014) ‘Teaching Historical Theory through Video Games’, The History Teacher, 47(4), pp. 579–612.

28. Wallerstein, I. (1974) The modern world-system. Vol. 1. San Diego: Academic Press.

29. Wallerstein, I. (1996) ‘Rossiya i kapitalisticheskaya mir-ekonomika, 1500–2010 [Russia and the capitalist

30. world-economy, 1500–2010]’, Svobodnaâ myslʹ, (5), pp. 42–70. (In Russian).

31. White, H. (1985) Metahistory: The Historical Imagination in 19th-century Europe. Baltimore: Johns Hopkins University Press. (Russ. ed.: (2002) Metaistorija: Istoricheskoe voobrazhenie v Evrope XIX veka. Ekaterinburg: Izdatel’stvo Ural’skogo universiteta Publ.).


Review

For citations:


Ovchinnikov V.M. Representation of Historical Events and Realities in the Space of Virtualized Global Strategy Game Universes. Concept: philosophy, religion, culture. 2023;7(3):7-25. (In Russ.) https://doi.org/10.24833/2541-8831-2023-3-27-7-25

Views: 451


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 License.


ISSN 2541-8831 (Print)
ISSN 2619-0540 (Online)