Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History

2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jeffrey Lawler ◽  
Sean Smith

Abstract This paper explores the need and opportunities for historians to recognize the importance of video games to their research in modern American history. While this paper is rooted in examples specific to United States history, the call for historians to examine video games, engage with the rich field of games studies, and explore video games as sources in historical scholarship is a universal one, applicable to all fields of history. In this paper we argue that digital games are an essential part of media and cultural history and while media scholars and others interested in game studies have taken up the mantel of video games history, historians have been slow to respond to the medium and even slower to engage with video games as historical sources.

Author(s):  
Mirosław Filiciak

The article is devoted to practices of constructing narratives about the history of the Polish digital game industry and its connection to the system transition. The author analyzes both contemporary publications devoted to the history of Polish games as well as early examples of digital games and historical sources, such as advertisements and press articles from the mid-1980s to the mid-1990s. The juxtaposition of contemporary, heroic narratives and originary sources allows the author to deconstruct the story of the Polish gaming industry and propose a new way of writing its history, in the spirit of methods proposed by Mariana Mazzucato, Manuel Castells, or Pekka Himanen.


Author(s):  
Mirosław Filiciak

The article is devoted to practices of constructing narratives about the history of the Polish digital game industry and its connection to the system transition. The author analyzes both contemporary publications devoted to the history of Polish games as well as early examples of digital games and historical sources, such as advertisements and press articles from the mid-1980s to the mid-1990s. The juxtaposition of contemporary, heroic narratives and originary sources allows the author to deconstruct the story of the Polish gaming industry and propose a new way of writing its history, in the spirit of methods proposed by Mariana Mazzucato, Manuel Castells, or Pekka Himanen.


Author(s):  
Travis D. Stimeling

This chapter offers a historiographic survey of country music scholarship from the publication of Bill C. Malone’s “A History of Commercial Country Music in the United States, 1920–1964” (1965) to the leading publications of the today. Very little of substance has been written on country music recorded since the 1970s, especially when compared to the wealth of available literature on early country recording artists. Ethnographic studies of country music and country music culture are rare, and including ethnographic methods in country music studies offers new insights into the rich variety of ways in which people make, consume, and engage with country music as a genre. The chapter traces the influence of folklore studies, sociology, cultural studies, and musicology on the development of country music studies and proposes some directions for future research in the field.


2018 ◽  
Vol 4 (1) ◽  
pp. 201-214 ◽  
Author(s):  
Sonia Fizek

Abstract Automation of play has become an ever more noticeable phenomenon in the domain of video games, expressed by self-playing game worlds, self-acting characters, and non-human agents traversing multiplayer spaces. This article proposes to look at AI-driven non-human play and, what follows, rethink digital games, taking into consideration their cybernetic nature, thus departing from the anthropocentric perspectives dominating the field of Game Studies. A decentralised posthumanist reading, as the author argues, not only allows to rethink digital games and play, but is a necessary condition to critically reflect AI, which due to the fictional character of video games, often plays by very different rules than the so-called “true” AI.


2018 ◽  
Vol 2 (01) ◽  
pp. 17-34
Author(s):  
Ajeng Triwuri Widyastuti ; Giosia P. Widjaja

Abstract - The Arab Panjunan kampong serving as the research object happens to be one of the heritage areas of Cirebon Town. This urban kampong has certain ethnic characteristics typical of Arab quarters that make it unique, thus contributing to the rich cultural history of Cirebon. As a heritage area, it is important for this ethnic Arab neighbourhood of Panjunan to draw up an inventory of the specific architectural elements that are still traceable, such as the urban lay-out and its contents as well as the landmarks of this area observed from a physical-spatial angle. The aim of this research project is to find out about this kampong’s various architectural elements that are recognized as such by the locals. This will be the contributing factor in the process of determining which environmental elements can be classified as typical landmarks. The first step taken in the research conducted is field observation in order to establish the elements that have survived in the kampong, including the architectural, social, and cultural ones. The observation related to architectural elements has been identified in accordance with the theory concerning Elements of Urban Design as proposed by Hamid Shirvani in his book The Urban Design Process. The next step is conducting research using the Cognitive Method as applied to the kampong dwellers in Panjunan by way of sketched maps and guided interviews. The respondents, classified based on ethnic heritage (descent) and gender, were requested to describe the environmental elements in this ethnic Arab kampong as far as they could recognize or identify them. Those who experienced difficulties in describing the sketches were assisted by the researcher based on the stories that had been supplied. Based on the acquired data containing these environmental elements, the aspect of memories contained therein was studied by way of interviews linked to the Continuity Theory by Breakwell. Subsequently, an analysis was made of the basis underlying the recognition of these elements based on the Landmark Theory by Kevin Lynch, and classified based on the criteria drawn up by Eko Budihardjo. Through the analysis, it was discovered that Panjunan’s Merah Mosque and its Asy Syafi’i Mosque indeed qualify as as architectural elements that show continuity of memory, gaining validity as iconic elements or landmarks on the regional scale of Cirebon’s ethnic Arab kampong of Panjunan. Keywords : mosque, landmark, recognition, local community, Arab Panjunan kampong


2019 ◽  
Vol 58 (4) ◽  
pp. 265
Author(s):  
Trent Shotwell

History of African Americans: Exploring Diverse Roots by Thomas J. Davis chronicles the remarkable past of African Americans from the earliest arrival of their ancestors to the election of President Barack Obama. This work was produced to recognize every triumph and tragedy that separates African Americans as a group from others in America. By distinguishing the rich and unique history of African Americans, History of African Americans: Exploring Diverse Roots provides an account of inspiration, courage, and progress. Each chapter details a significant piece of African American history, and the book includes numerous concise portraits of prominent African Americans and their contributions to progressing social life in the United States.


Author(s):  
Allen Copenhaver

The United States has a well-documented history of violence. School shootings are a contemporary social problem which raise much concern, as children and young adults are killed on school grounds. After such tragic events there is public debate as to what causes such horrible events to occur. When looking for a source of such shootings, violent video games are often named as a source of such unconscionable violence. However, it is argued here that blaming violent video games constitutes a moral panic when violent video games are unfairly scapegoated as the source of school shootings. This chapter also points to other sources of violence which may be identified as potential causes of school shootings once the scapegoating of violent video games is acknowledged.


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