Abstract
This essay explores the evolving intersection of video games and historical representation, examining how this medium both reflects and constructs historical narratives and consciousness. Through a multidisciplinary approach, it scrutinizes the historiography of video games, their integration with historical literature, scholarly analyses, and the unique affordances of video games as pedagogical tools for historical education. By analyzing various case studies, including Assassin's Creed and Sid Meier's Civilization, the paper highlights the complexities of historical accuracy, representation, and the educational potentials and limitations of video games. It argues that video games, as cultural artifacts, offer a unique and immersive medium for engaging with history, allowing for interactive exploration and interpretation of historical events, figures, and periods. However, the paper also critically addresses the challenges related to historical accuracy, representation, and the commercial motivations behind game design, which can influence the portrayal of history in games. By examining video games through the lenses of historiography, literature, scholarly work, and their role as educational tools, this essay contributes to the broader discourse on the significance of video games in historical understanding and education, advocating for a nuanced appreciation of their potential to enrich historical awareness and learning.
Advisor
Welsch, Christina
Second Advisor
Suarez, Chris
Department
History; English
Recommended Citation
Ryan, Adam M., "Victorians and Video Games: Exploring Historical Education Through Video Games in the 1851 Great Exhibition" (2024). Senior Independent Study Theses. Paper 10923.
https://openworks.wooster.edu/independentstudy/10923
Disciplines
Creative Writing | English Language and Literature | European History | History
Keywords
Victorian Era, Video Games, Historical Representation in Media, Digital Humanities, Interactive Storytelling, Cultural Studies, Educational Technology, Period Accuracy in Games, Virtual Reality and HistoryGame Design and History, Social Norms in Victorian Society, Technological Advancements in the Victorian Era, Gaming and Historical Empathy, Narratives in Video Games, Cross-Media Comparisons
Publication Date
2024
Degree Granted
Bachelor of Arts
Document Type
Senior Independent Study Thesis
© Copyright 2024 Adam M. Ryan