Bringing together scholars and game developers, starting conversations and potential collaborations between academics and the game industry.
Principal Investigators:
Dr Ladan Cockshut, Modern Languages and Cultures
Dr Helen Roche, History
Drawing on relevant disciplines, including games studies, media studies, literary and cultural studies, and postcolonial studies, an ambitious and methodologically innovative theoretical framework will be provided for treating both digital and analogue games as legitimate historical sources, whilst also engaging game developers with historical research techniques.
Despite the global importance of the gaming industry, and the centrality of video-games and contemporary boardgames as cultural artefacts in the modern world, historians have often failed to consider games seriously as historical sources, while game-industry professionals rarely consider explicit historical methodologies when designing games set in the past.
In 2023, the global gaming market (digital and analogue) was valued at upwards of $40 billion USD.1 Triple A game franchises, such as Assassin’s Creed or Call of Duty, are played by millions of people worldwide; no longer the preserve of a minority of dedicated ‘gamers’ or fans, but rather part of a leisure market as broad, varied and widespread as that of TV or cinema.2
The socio-political representations and anxieties which games and their developers present are arguably as crucial to the cultural landscape of the time in which they were created as those portrayed in literature, film, journalism, or any other form of media, and many disciplines, including cultural studies, literature, media studies, and postcolonial studies, have long recognised games’ centrality as cultural artefacts in the modern world. And yet, serious consideration of games as historical sources (as opposed to the history of science and technologies which support them) is still in its infancy, corralled into the niche subfield of ‘Historical Game Studies’, and ignored by ‘mainstream’ historians in the academy.3
At the same time, while game developers may pay lip service to the notion of historical ‘authenticity’ or ‘accuracy’ as part of their marketing strategies or construction of a brand identity, serious consideration of historical methodologies or responsible use of sources in creating historical game-worlds is currently a rarity.4
This project’s aims are twofold:
Planned Outcomes:
References