Might, Culture, and Archaeology in Sid Meier’s Civilization

That video games should be socially conscious, engaged with political discourse, or historically accurate may not immediately come to mind: Video games are entertainment. One popular game series, Sid Meier’s Civilization (Civ), however, has run into multiple issues regarding its representations of c...

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Détails bibliographiques
Publié dans:Near Eastern archaeology
Auteur principal: Martino, Shannon (Auteur)
Type de support: Électronique Article
Langue:Anglais
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Publié: University of Chicago Press [2021]
Dans: Near Eastern archaeology
Sujets / Chaînes de mots-clés standardisés:B Jeu vidéo / Civilisation / Culture / Société / Archéologie / Éducation
RelBib Classification:TC Époque pré-chrétienne
Accès en ligne: Volltext (lizenzpflichtig)
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Description
Résumé:That video games should be socially conscious, engaged with political discourse, or historically accurate may not immediately come to mind: Video games are entertainment. One popular game series, Sid Meier’s Civilization (Civ), however, has run into multiple issues regarding its representations of culture(s) and history, particularly of underrepresented societies. This is unsurprising given the premise of the game, where users create civilizations based upon predefined, somewhat historically informed, often unfamiliar historical cultures. Players are encouraged to learn about these from the quasi-academic, imbedded encyclopedia Civilopedia, from in-game historical allusions and scenarios, game units, buildings, and archaeology.
ISSN:2325-5404
Contient:Enthalten in: Near Eastern archaeology
Persistent identifiers:DOI: 10.1086/713340