Scandia introduces: Historical game studies. History in, with, and of (digital) games
DOI:
https://doi.org/10.47868/scandia.v91i2.28545Keywords:
games, play, heritage, counterfactuals, game cultureAbstract
This article presents historical game studies as a research field in which games are analysed as media related to historical representation and practice. By combining perspectives from game studies, history, and heritage research, the article examines how games not only depict but also influence understandings of the past. It outlines the development of the field and its key theoretical foundations and methodological challenges, with a particular focus on how the form and function of games interact with historical narratives.
The article introduces the concepts of developer-historian and player-historian to describe how both game developers and players contribute to the construction of history in games. Frameworks for historical representation are created through design choices, rules, and interactivity, while players actively interpret and renegotiate the historical content. This dual process allows games to be analysed both as staged history and as historical practice.
The article also explores how counterfactual scenarios are used in games to test alternative historical developments, which, in turn, raises questions concerning causality, credibility, and the role of games in historical culture. The counterfactual structure of games is contrasted with documentary and didactic games, which focus on conveying specific events or historical knowledge. These different forms of expression are understood as part of a broader historical-cultural context in which games serve as media in relation to contemporary ideas about the past.
The article further addresses the use of games in digital heritage work, where game engines and technologies such as VR and AR are employed to reconstruct historical environments. These applications demonstrate how games may contribute to the visualisation and communication of material culture, both in research and public engagement.
Finally, the article discusses the significance of game culture for historical game studies. Practices such as modding, streaming, and participating in online forums show that players constitute active co-creators of historical narratives. The content and function of games are shaped in interaction with the surrounding culture, which makes it necessary to include game-cultural perspectives in the analysis of historical games. By highlighting these aspects, the article shows how historical games serve as complex media in which history is not only represented but also processed, renegotiated, and experienced in new ways.
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