civilization (Page 2)

Videogames are inextricably bound to ideology.  In most cases, this is not by design, but simply because game developers tend to create virtual worlds that reflect the particular way in which they see the real world.  As Ian Bogost (2006) has noted, these ideological frames are rarely explicit, making itContinue Reading

The Civilization franchise includes some of the games most oft-studied by academics, those here at Play the Past included.  One of the most salient features in the representation of history created these games is the “Tech Tree,” the representation of the technological and scientific progress of the player’s civilization overContinue Reading

Mark Sample recently posted a short talk he gave at the 2011 MLA, called “Criminal Code: The Procedural Logic of Crime in Videogames.” There is a lot in this little talk that’s worth reading. (I applaud Mark’s call for humanists to do close readings of code,  something we tried toContinue Reading

Sid Meier’s Civilization is one of the most-loved franchises in gaming, particularly among those with a historical bent, even though it doesn’t provide a realistic narrative of history. The latest iteration in the series came out a few months ago and adjusted many aspects of play for better or worseContinue Reading

For years, researchers have discussed the educational potential of digital games within learning environments (either formal or informal).  It’s only relatively recently that those discussions have started to bear fruit in the form of robust serious game development and (more importantly) published research.   The problem (at least from the perspectiveContinue Reading