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Towards A Theory of Good History Through Gaming
Towards A Theory of Good History Through Gaming
Kevin Kee, Shawn Graham, Pat Dunae, John Lutz, Andrew Large, Michel Blondeau,
Mike Clare
The Canadian Historical Review, Volume 90, Number 2, June 2009, pp. 303-326
(Article)
Résumé: Les jeux vidéo à thème historique sont devenus un phénomène économique et
culturel, et les historiens devraient saisir cette occasion de participer à leur développement.
Les personnes qui jouent à des jeux historiques s’intéressent au passé et aux grandes
questions qui mobilisent la recherche historique. Par les jeux, il est peut-être possible
d’attirer les joueurs dans la discipline, si nous parvenons à découvrir la meilleure façon
d’exprimer l’histoire par la simulation. Mais à quelle recherche faisons-nous appel quand
nous étudions les moyens de réaliser cette transformation? Cet essai est le produit d’une
réunion d’historiens, d’éducateurs et de spécialistes du jeu qui ont relié des pistes de
recherche jusque-là indépendantes afin de repérer les études et les modèles qui, croyons-nous,
serviront de base à l’élaboration d’une théorie de bonne pratique de l’histoire par le jeu.
The emperor has a problem. Barbarian farmers have been spotted along the
borders of his domain. They haven’t crossed over yet, but when they do, it is
sure to be a crisis. What can he do about it? He doesn’t have enough troops
to launch punitive raids. Maybe if he trades with them, they’d be happy
to settle down outside his borders? Yes . . . perhaps he’ll try that.
purpose of education. But even in games that have been designed for
entertainment, the player is learning. Sid Meiers, the creator of the
Civilization franchise, did not set out to create an educational game, in
the sense that playing it would teach the player ‘true’ history. Like
many of other game developers, he views ‘education’ as a pejorative
term. ‘I want to make the distinction between education and learning,’
Meiers observed several years after the launch of his franchise.
‘Education is typically boring but learning is very exciting.’ Meiers’s
goal was to create a history-based game where the learning process
itself was a significant part of the fun: ‘We like to introduce learning
into a game without making it feel educational. In learning you decide
what to learn – in education you are told what to learn.’4 Yet as many
observers have pointed out, Civilization does not allow the player to
learn whatever she decides – the rules of the game are suffused with
American myths of frontier expansion and benevolent capitalism.
Those who dismiss these games, frequently in the context of their
historical inaccuracies, are simply ceding the field to the game
developers and their sometimes ill-considered views of historical
change. Instead, we need to take this new form of historical
engagement seriously and seize the opportunity to participate in its
development. Game players are not barbarians; that they choose
historical over sci-fi or contemporary themes – one quarter of PC-based
games that have sold at least one million units have been historically
themed, or employed historical tropes – suggests an interest in the past
that we need to speak to.5 Moreover, players of games like Civilization
IV are exhibiting an interest in the big questions that drive much
scholarship, such as, How do empires work? Playing a game, the
player has to learn why things happen the way they do in order to play
the game successfully. In this way, history games have the potential to
draw players into the discipline. Gamers may be short steps away from
becoming historians, if we can discover the best way to express history
through simulation.
But what research do we draw on as we study how to accomplish this
transformation? Recently, several historians, educators, and gamers met
in connection with the ‘Simulating History’ research project at Brock
University to discuss the literature that each considered to be seminal
4 Sid Meiers quoted in David Brake, ‘Civilization Creator Sid Meier: The
Mindjack Interview,’ Mindjack: The Beat of Digital Culture, 8 May 2003,
http://www.mindjack.com/interviews/sidmeier.html.
5 Wikipedia, ‘List of Best-Selling Video Games,’ http://en.wikipedia.org/wiki/
List_of_best-selling_video_games#PC (accessed 7 July 2008).
306 The Canadian Historical Review
Castranova, focuses ‘all thought and research on the user’s subjectivity and
well-being.’ Edward Castronova, Synthetic Worlds: The Business and Culture of
Online Games (Chicago: University of Chicago Press, 2005), 291–2. In short,
they are fun.
9 An exception is Pierre Corbeil, one of the pioneers in the use of games for
history learning, and editor for the journal Simulation & Gaming.
308 The Canadian Historical Review
the most ancient and time-honored vehicle for education. They are the
original educational technology, the natural one, having received the seal of
approval of natural selection. We don’t see mother lions lecturing cubs at
the chalkboard; we don’t see senior lions writing their memoirs for
posterity. In light of this, the question, ‘Can games have educational value?’
becomes absurd . . . Game-playing is a vital educational function for any
creature capable of learning.10
15 See, for instance, Kurt Squire and Sasha Barab, ‘‘Replaying History: Engaging
Urban Underserved Students in Learning World History through Computer
Simulation Games,’’ Proceedings of the 2004 International Conference of the
Learning Sciences, ed. Y.B. Kafai, W.A. Sandoval, N. Enyedy, A.S. Nixon, and
F. Herrera, (Los Angeles: UCLA Press, 2004), 505–12. Tom Boyle, Design for
Multimedia Learning (London: Prentice Hall, 1997); Meredith Bricken and
Chris Byrne, ‘Summer Students in Virtual Reality: A Pilot Study,’ Virtual
Reality: Applications and Explorations, 178–84 (New York: Academic
Publications, 1993); Shazia Mumtaz, ‘Children’s Enjoyment and Perception of
Computer Use in the Home and the School,’ Computers and Education 36
(2001): 347–62; Maria Roussos, Andrew Johnson, Thomas Moher, Jason
Leigh, Christina Vasilakis, and Craig Barnes, ‘Learning and Building Together
in an Immersive Virtual World,’ Presence 8 (1999): 247–63; Mike Scaife and
Yvonne Rogers, ‘Informing the Design of a Virtual Environment to Support
Learning in Children,’ International Journal of Human-Computer Studies 55
(1991): 115–43; M.R. Thompson, J.D. Maxwell, and P.M. Dew, ‘Interactive
Virtual Prototyping,’ Eurographics (1999): 107–20; Maria Virvou, George
Katsionis, and Konstantinos Manos, ‘Combining Software Games with
Education: Evaluation of Its Educational Effectiveness,’ Educational Technology
& Society 8 (2005): 54–65.
16 Idit Harel and Seymour Papert, Constructionism (Norwood, NJ: Ablex, 1991).
17 Paulo Freire and Myra Bergman, Pedagogy of the Oppressed (New York: Herder
and Herder, 1970).
18 Harel and Papert, Constructionism.
19 James Paul Gee, What Video Games Have to Teach Us about Learning and
Literacy (New York: Palgrave Macmillan, 2003).
310 The Canadian Historical Review
The first task is to convince ourselves that the project is worthy of our
attention. Developing history computer games can strike us as too
popular and too presentist. These kinds of discussions have occurred in
our profession before, though in a different context. In the 1980s,
British academic historians had criticized heritage theme parks, open-
air museums, and historical re-enactments (that is, simulations of the
historic past, in non-digital form), all of which were enjoyed by the
general public. In the view of the critics, these environments trivialized
the past, providing a package holiday substitute for the real thing. These
were not diversions; they were symptoms of national and intellectual
decay. In Theatres of Memory, Raphael Samuel (who founded the History
Workshop movement at Ruskin College, Oxford) countered that ‘history
has always been a hybrid form of knowledge syncretizing past and
present, memory and myth, the written word and the spoken word.’21
She was a ‘promiscuous’ mistress, and all the better for being so.
Part of the problem, he pointed out, was historians’ obsession with
text. Samuel took specific aim at academic historians who continued
‘to give a privileged place to the written word, to hold the visual
(and the verbal) in comparatively low esteem, and to regard imagery as
a kind of trap.’22 Samuel suggested that historians who were
intellectually ‘offended’ by heritage were possibly offended by its lack
23 Ibid., 273.
24 Leslie Hartley, The Go-Between (New York: Penguin Books, 1997).
25 David Lowenthal, The Past Is a Foreign Country (Cambridge: Cambridge
University Press, 1985), xv.
26 David Lowenthal, Possessed by the Past: The Heritage Crusade and the Spoils of
History (Cambridge: Cambridge University Press, 1998), 105.
27 Lowenthal, The Past Is a Foreign Country, 412.
28 Roy Rosenzweig and David Thelen, The Presence of the Past: Popular Uses of
History in American Life (New York: Columbia University Press, 1998).
312 The Canadian Historical Review
One of the first steps has been taken with the digital recreation
of historic places and landscapes in three dimensions or ‘virtual
environments.’ In Canada, historian Léon Robichaud, at the Université
de Sherbrooke, blazed a trail with his work on Old Montreal, and
Virtual Savanvah. Brock University’s John Bonnett, another early
innovator, recreated streetscapes of historic cities including Ottawa as
part of his ‘3D Virtual Buildings Project.’ Several years later, the Pierre
Berton Award–winning Great Unsolved Mysteries in Canadian History
project,33 led by Peter Gossage of the Université de Sherbrooke, John
Lutz of the University of Victoria, and Ruth Sandwell of the Ontario
Institute for Studies in Education, University of Toronto, developed
more game-like 3-D environments, in mysteries such as ‘Torture and
Truth,’ and ‘Explosion on the Kettle Valley Railway Line.’ Especially
notable is the mystery ‘Where is Vinland?’ – an ambitious immersive
environment created by the Visualization Design Institute at Sheridan
College, which allows users to explore the 1000 CE Viking settlement
at L’Anse aux Meadows, painstakingly recreated from detailed
archaeological evidence.
Having established these three-dimensional virtual worlds, histor-
ians can begin to consider the manner in which we can use them to
foster the participatory culture that Rosenzweig and Thelen envi-
sioned. Progenitors are already emerging, though with little input
from historians, in places such as Second Life, a commercially
successful online virtual world that has been billed as ‘even better
than the real thing.’ Anyone can join, create an avatar, and build a life,
engaging in social relationships and developing lucrative careers. Open
to the public since 2003, in July 2008 it claimed fifteen million
residents (though not all of them active).34 There is nothing to ‘do’ in
Second Life except what you want to do (a fact that sometimes drives
new users away). Educators have been flocking to this world in droves,
because this lack of restriction allows them to create their own
immersive simulacra and to write their own rules.35
Second Life has been home to several historically themed environ-
ments, such as Caledon, a steampunk rendition of Victorian England,
and Sigil, a virtual town set in late-nineteenth-century Arizona. In Sigil,
participants could dress their characters in period costume at the
38 Brian Moore, The Great Victorian Collection (New York: Farrar, Straus, Giroux,
1975), 3.
39 Ibid., 46.
316 The Canadian Historical Review
necessarily involves a focus on space, and how to fill it. Currently, the
space is built using game engines, such as the Unreal engine, and
filled with characters or objects developed with modelling tools such as
3D Studio Max. In the future, however, we may be able to build
these environments in other ways and couple them with other tools,
such as Geographical Information Systems (GIS) and develop new ways
to analyze and represent information. In its simplest form, GIS is a way
of linking attribute data (information relating to people, events,
and activities) with spatial data (which relates to points on the Earth).
Geographers, social scientists, and resource industry professionals
have been using GIS for many years, but the concept is not yet
widely used by social historians. But that is changing, thanks in
part to Anne Kelly Knowles, a geographer at Middlebury College in
Vermont.
Her edited collection of essays demonstrates the value of GIS to
historians, and how historians ‘envision’ history.40 In her introduction
Knowles explains how GIS can represent and map changes across time.
The contributors to the book, who include historical sociologists,
geographers, and environmental historians, show how historical maps
can be digitized and geo-referenced to create 3-D representations of
time/space. This book is the first collection of essays to apply GIS
methodologies to the study of history, and it offers compelling reasons
for historians to think spatially and digitally.
To date, most GIS models focus on functionality, in contrast to the
visually rich 3-D environments one finds in A Journey to the Past: A
Quebec Village in 1890 / Un voyage dans le passé: Un village québécois à la
fin du 19ième siècle. Combining the two, however, we may build both
data-rich and experience-rich 3-D environments with historical
information about the people who actually resided there. In his
essay ‘Computing and the Historical Imagination,’ William Thomas
contemplates
40 Anne Kelly Knowles, Past Time, Past Place: GIS for History (Redlands, CA:
ESRI, 2002).
Towards a Theory of Good History Through Gaming 317
datasets; they might interact with them too, taking on roles and following
paths they could not predict but cannot ignore.41
She points out that adults need to work closely with young people
if their aim is to produce technologies that other students will use
effectively. Druin’s colleagues, Jamshid Beheshti and Andrew Large,
have extended the application of this and other models to high school
and undergraduate students.56
Models for this kind of work in history already exist. Roland Case,
through ‘The Critical Thinking Consortium’ (TC2) at the University of
British Columbia, is building a body of research and practice that
explores how students, from the primary to undergraduate level, can
become engaged in the art of doing history. At the University of
Manitoba, Shawn Graham helped students use the scenario-building
tools included in Civilization IV to explore counterfactuals and produce
alternative histories. At Brock University, Kevin Kee teaches under-
graduate courses in which students build history computer games
‘from scratch.’ And conclusions from related teaching and research
continue to be published under the banner of the ‘Simulating History
Research Program,’ of which this essay forms a part.
DO GAMES WORK?
CONCLUSION
and say, ‘This is how one can teach history better than we have
done before.’ But then historians have not yet fully engaged the genre.
What we can point to today are elements of a new history that are
available but have not yet been combined, and challenge ourselves and
our colleagues to be part of the generation that changes how we do
history.
What can games do? Not everything, of course – these too have
limitations. But they can build on the same pleasures of the media of
‘heritage’ by providing player-learners the opportunities to create their
own narratives. Coupled with other new digital technologies, such as
GIS, they can incorporate historical data, providing new avenues for
representing and exploring history. They can also enable player-
learners to focus on ‘micro-histories’ that are episodic both in their
game play and their content. In the future, historians will continue to
write historical narratives, but they will also craft potential narratives
from which learners create their own experiences. Indeed, good
gaming may also incorporate the learner in the crafting of the game.
This will not be a replacement for reading; instead, it will offer a way to
bring students into further discussion and research. After all, why stop
at reading about ancient barbarian invasions when you can also
repulse them?