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Using
Civilization Simulation Video Games in the World History Classroom
Aaron Whelchel
Washington State University
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The
field of history has evolved in many ways over the past century. New theories,
methodologies, and approaches have altered the discipline in ways that would
have surprised our professional ancestors. Indeed, the sub-field of world
history itself is one such product of a historical discourse that worked
to develop new approaches less informed by national borders and Eurocentrism.1
Still, in many ways history remains a conservative discipline. We continue
to follow a model dependent on written texts that are interpreted by scholars
who then present their findings in vetted journals. The book, the document,
and the article remain the primary tools for the historian not only in their
research but in their teaching endeavors as well. It should be of no surprise,
therefore, that history has been slow to recognize the value of non-traditional
tools in the teaching of history. One such tool that has only recently emerged
is the civilization simulation video game. By examining three particular
titles, Civilization III, the Age of Empires series, and Rise
of Nations, this paper will discuss why it is important to recognize
that these games have a substantial impact on the layman's understanding
of history, how they present topics important to the world historian, and
methods by which these games can be used to not only teach historical concepts
but also instruct students how to critically evaluate and deconstruct historical
representations found in popular culture. |
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| The
Rise of the Games |
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Parents
and educators have been suspicious of video games since they first appeared
in the late 1970's. They are blamed for a variety of detrimental effects,
including the breakdown of social relationships, rewarding violent behavior,
limiting creative play, and generally degrading both the physical and moral
character of their players. Even so, in the 1980's several attempts were
made to compose games that had educational value. Titles such as Where
in the World is Carmen Sandiego and The Oregon Trail were specifically
designed to be educational and represented critical financial successes
for the companies involved. For a brief time, it seemed as if "edutainment"
titles could be viable in the larger marketplace.
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However,
by the early 1990's it was clear that commercial software companies only
interested in producing entertainment products were in the ascendant. Benefiting
from large bankrolls, well-trained developers, and a hungry market, commercial
software companies quickly surpassed the ability of smaller educational
firms in producing slick, technologically sophisticated, and entertaining
titles. Since that time, the computer and video game industry has grown
by leaps and bounds. Statistics released by the Entertainment Software Association
underscore this trend.2
The organization estimates that 69% of heads of households play some form
of electronic games and sales of computer games in 2005 reached almost one
billion dollars and thirty-eight million units sold. Each title can take
between twenty-five to one hundred hours to complete, representing a considerable
investment of time in a learning process not controlled by formal educational
institutions. Even without considering console games, it is obvious that
computer games represent a powerful component of popular culture media.
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| The
Educators Take Notice |
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Because
of the obvious importance of the gaming culture and perhaps because many
new scholars are gamers themselves, a shift has occurred in educational
literature arguing that games may not be wholly detrimental to the learning
process. James Gee, professor of education at the University of Wisconsin,
is recognized as a pioneer in the study of computer games as educational
tools. He notes that people learn best when they are entertained, can connect
intellect with emotion, and when they can immediately assess the outcomes
of their decisions (termed recursive play).3 He argues that educators have been too concerned
with imparting mere factual information, without connecting these atomized
data into coherent systems.4
As world historians, we are well-aware of the importance of examining historical
processes from a systemic viewpoint, a viewpoint that integrates complex
relationships between entities in ways that lead to emergent properties.
It is precisely this methodology that is employed in civilization builder
games. |
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Dr. Henry
Jenkins, the director of the MIT Comparative Media Studies department, identifies
some other aspects of gaming that make it an attractive teaching tool.5 Games foster student interaction,
sometimes leading to ad-hoc learning groups that build on the strongest
talents of their members. They allow for different learning modalities,
thus encouraging students who are ill-suited to traditional teaching methods.
Indeed, Kurt Squire, a graduate of the Instructional Systems Technology
Department at Indiana University who wrote his dissertation on the use of
Civilization III (hereafter referred to as Civ III) in the
classroom, noted that some of the students who got the most out of his unit
were those very students who were failing in their more traditional classes.6
Squire's study showed that the use of games can engage students otherwise
uninterested in history, assist in classroom management issues, and create
an environment that fosters self-learning.7 Perhaps most crucially, recent
research has shown that computer games not only teach important critical
thinking and problem solving skills–traits that are particularly important
in the interpretation of world history–but can also alter the biology
of the brain. Michael Posner, a psychologist at the University of Oregon,
notes that games can activate neural pathways that are important for both
numerical and literacy skills.8 This trend towards acknowledging
the importance of games in the learning environment has exploded in recent
years, with over 2,500 schools now using software intended for entertainment
as teaching tools.9
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Therefore, as educators, it is necessary for us
to at least be aware of the impact of gaming in the wider world and the
pedagogical arguments for using games in the classroom. I would now like
to turn to civilization builder games in specific, as these titles have
the most import for the teaching of world history. While there are some
differences, the basic designs of these games are quite similar. The player
assumes the role of an omniscient ruler of a polity in opposition to other
polities in the game world. These polities are identified with actual historical
groups, such as the Babylonians, the Aztecs, the British, and a plethora
of others, and the maps on which gameplay takes place emulate to some degree
the actual geographic and environmental features found in real life. Typically,
the time frame for these games starts at the end of the Agricultural Revolution
and the player progresses to the modern day and beyond. Players are required
to manage resource extraction and expenditures, research new technologies
that bestow particular benefits, build and maintain cities as the core of
their state, establish relationships with other polities in the gaming world,
chose governments, create and maintain armed forces, and recognize the importance
of geographical features in the development of their society. The goal is
to achieve world domination, either through force, diplomacy, or the cultural
and material wealth of your society. |
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| Learning
From What They Got Right |
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There are several aspects of these games that reflect
our understanding of world history. It has often been argued that geographic
and environmental factors have been ignored in the historical narrative.
This has only changed recently with the development of environmental history
and the growing recognition in the world history field that geography has
played an integral role in cultural and material development.10 However, geographical concerns have always
been a major component of these games. For instance, in Civilization
III, only some land is arable, such as territory adjacent to rivers
or lakes. Thus, while the game does not force a player to choose a particular
path, students playing the Egyptians will find it is to their benefit to
develop an agricultural society while those playing the Greeks will tend
to have more success by establishing colonies and trading relationships.
Certain resources can only be found in appropriate geographical locations.
Minerals are associated with mountain ranges, while forests provide much-needed
timber while at the same time limiting the space available for agriculture.
Some goods can only be found in specific areas, most commonly luxury products
that benefit the player with some kind of bonus. For instance, in Rise
of Nations, amber is available from Scandinavia, obsidian is found in
North America, and spices are located in Southeast Asia. The quest to obtain
as many of these specialized goods as possible is a key factor in the eventual
success of a civilization. In Civilization III, luxury goods are
given a more sophisticated treatment. Instead of merely conquering a territory
to obtain the product, in Civ III, players can form trading relationships
to get what they need. |
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Civ
III also gives the student an opportunity to consider the geographical
ramifications of technological diffusion.11
Technologies can be shared between civilizations, and in heavily populated
zones, such as the eastern Mediterranean,12 diffusion occurs rapidly.
But in North America, low population densities and few opportunities to
contact other polities limit the ability to share technology, with the result
often being surprise when far more technologically sophisticated cultures
finally make contact with the New World. Geography also plays a role in
warfare. Echoing the importance that John Keegan gives geography in his
text A History of Warfare, these games stress the significance of
different terrain types on unit movement and deployment.13 Units will move more slowly in difficult
terrain, while altering the environment by building roads ameliorates this
effect. In Age of Empires, if a unit is located below an enemy-controlled
plateau, it will suffer penalties in both its defensive and offensive capabilities.
Units on high ground have the ability to "see" farther, and likewise
gain tactical benefits from their position. |
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As mentioned
above, trade and economics play an important role in both Rise of Nations
and Civilization. Establishing mutually beneficial trade relationships
can be crucial for success. In Rise of Nations, currency is primarily
generated from trade routes established between cities. Other goods can
be sold to obtain wealth, but glutting the market with a particular product
lowers the price a player can gain for their resources. Large scale economic
phenomena that interest world historians can even be modeled in Civ III.
For instance, the silver cycle that emerged after Spanish contact with the
New World can be roughly recreated, with New World metals collecting in
Spanish coffers which are then spent to purchase luxury goods from China.14
Thus, the student playing as China can have her economy impacted by New
World products even if she has never encountered the Americas herself. This
complexity extends throughout the game. A player will quickly find that
neglecting even one aspect of a society, such as military power, technological
development, or a strong economy, will lead to failure. It is only through
balancing resource expenditures that a civilization can succeed.
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Perhaps one of the more interesting aspects of using
these games as a teaching tool is that they help to eliminate a teleological
understanding of history. Students often believe that history is pre-determined;
there is no alternative outcome to an historical event than the one that
occurred. By playing these games, students learn to recognize the contingent
nature of history. For instance, in the silver cycle example, a student
playing the Spanish may decide to use his New World wealth to develop new
technologies and infrastructure rather than utilizing it merely for the
purchase of luxury products or manufactured goods. This divergence between
"game history" and actual history creates new paths and different outcomes
that encourage the student to consider how the choices not made in real
history could have changed historical events. Likewise, in the game worlds,
any of the polities have the ability to be successful and win the game.
It is possible to have games where North Americans colonize Europe, where
Africa successfully resists imperial occupation, or where Russia is the
first to establish a modern republican form of government. Indeed, Kurt
Squire sees this as an important motivating factor for students of traditionally
oppressed groups.15
He found that the opportunity to turn Western European dominance on its
head was a powerful draw for minority students who often feel that history
was not written for them. The ability to play out different versions of
history make these games a powerful tool for comparing events in the game
world and actual history. |
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| Learning
from What They Got Wrong |
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For all of their sophistication, civilization building
games have numerous faults that detract from their historical authenticity.
However, rather than lessening the value of these games as a teaching tool,
these faults can actually be used, in conjunction with more traditional
methods such as texts and lectures, as a way to not only teach students
correct historical information, but also how to deconstruct artifacts from
their own culture in order to detect biases, factual inaccuracies, and structural
flaws in the models used by the game developers. One major flaw in these
games is that, while they allow for a non-linear approach to history in
terms of events, they are extremely linear in terms of technological, political,
and cultural development. In Age of Empires, for example, history
is divided into ages. Progressing to the next age gives players more benefits
with no costs. There is no opportunity to deviate from these ages, or for
different societies to choose different ways of progressing. What's worse,
these ages are based on a periodization of history that favors a Eurocentric
view. For instance, in Age of Empires II, the Persians are forced
to progress through a "Dark Ages" followed by the Feudal Age, and finally
the Renaissance, a periodization that is completely inappropriate when considering
the reality of Persian history. Even Civ III, by far the most robust
and historically correct program, forces progress through Ancient, Middle,
and Industrial ages conceptualized through a Eurocentric lens. |
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The conceptualization of political systems also
present a few problems. In all of the games, political systems are chosen
directly by the player, as opposed to being generated from the discrete
cultural and physical environment occupied by the player's polity. In both
Age of Empires and Rise of Nations, players can choose political
systems that are completely disconnected from the other economic, cultural,
or military aspects of their society. Thus, it is difficult to use these
games to teach students that political organization is based on protracted
negotiations between stakeholders in a polity, stakeholders that are defined
by their relationships to other aspects of a community. Civ III is
slightly more robust in this respect, with the choice of political system
dependent on earlier research choices, however ultimately it is still the
player that chooses the governmental structure. These games also make biased
assumptions about the most beneficial types of government. In Rise of
Nations, a player can progress from despotism to a monarchy to "capitalism"
each with more benefits than the last. It is impossible to alter the political
system after the choice has been made, so "backsliding" to a more "primitive"
form does not occur. In Civ III, a player can revert to "earlier"
forms of government, but the costs involved in such a move make it unlikely
that a player would choose this path. In all of the games, a capitalist
democratic republic garners the most benefits, leading players to adopt
an Amero-centric perception of the relative worth of political systems.
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These
games also incorporate ideas about nationalism and national identities that
were only fixed in the nineteenth century and are thus inappropriate when
considering the whole span of human history. For instance, in both Rise
of Nations and Civ III, it is possible to play the British. The
notion of what it meant to be British is a relatively recent development,
informed by centuries of history that saw the indigenous Celtic population
displaced by the Anglo-Saxons who were themselves displaced politically
by the Norman French. Even this process only resulted in an English identity
that was further elaborated with deepening connections to the Celtic peripheries
of Scotland and Wales. Finally, A unified British identity was really only
solidified through the experience of empire, where the presence of "outside"
peoples of the imperial periphery allowed the British to define themselves
as whatever those people were not.16 This formation of national identity is completely submerged
by these games, which allow a player to start as the British during the
Neolithic and maintain that identity through the entire course of the game.
Likewise, zones of political control mirror modern ideas about discrete
national boundaries. It is not possible in the games to model loose confederations,
or areas where political control may be present but incomplete. For instance,
the Iroquois in both Rise of Nations and Civ III are presented
as a unified polity with a single national identity, instead of a confederation
that developed to meet the particular challenges of European colonial expansion.17
Additionally, each playable group is given particular intrinsic characteristics
that are teleologically defined. The Dutch in Rise of Nations have
increased commercial and trading powers that are in effect from the very
beginning of the game. Instead of the commercial nature of the Dutch evolving
out of the contingent events and processes of the gaming world, it is bestowed
on the Dutch as an intrinsic property of their character.
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The biases
of these games are perhaps no better typified than by the American example.
In both Rise of Nations and Civ III, the Americans are a playable
group that begins during the Neolithic on the East coast of North America.
They are described as intrinsically industrious and expansionist, have a
unified national character from the beginning, and are predisposed to choosing
a democratic form of government. It is obviously absurd that a nation that
grew out of complex processes related to colonial expansion, imperial conquest,
and cultural amalgamation could exist as a recognizable entity before any
of these events took place, but nevertheless, a player can find herself
playing a colonial nation centuries before the technology allowing for European
travel to the New World even existed. Likewise, the Americans begin with
the intrinsic abilities to replace the standard jet fighter that can be
built in the latter stages of the game with an F-15 in Civ III and
lower their costs for aircraft in Rise of Nations. American airpower
in the twenty-first century is predicated on historical developments of
the recent historical past, but this software grants this ability from the
moment a player loads up the game. Indeed, American exceptionalism is a
possible critique of civilization builder games. No other settler communities
are represented in any of these titles. South Africa, Australia, nor any
of the modern Central or South American states are playable groups in the
games. Matthew Kapell, in his article "Civilization and its Discontents",
argues that games such as these unavoidably favor elements of the American
mythos, such as the expansion of the frontier, the benefits of a capitalist
economic system, the moral correctness of a "benevolent" hegemonic
world power, and a faith in the inherent ability of technological progress
to ameliorate human suffering and oppression.18
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Polities
that are not available choices for a player also present a difficulty. They
are invariably described as barbarians, uncivilized peoples that not only
lack the sophistication to achieve world domination, but can never hope
to experience any cultural or political change. In Rise of Nations,
these states only exist to be conquered by the playable human and computer
polities in their quest for world domination. In Civ III, they can
be peacefully incorporated into playable groups, but can never be on their
own anything but "primitive" non-complex villages. By setting up this
dichotomy, these games draw a sharp line between those societies that are
worthy of further advance and those that will always exist outside the protections
of civilization and progress due to their intrinsic characteristics. In
this way, these games mirror imperial ideologies that underpinned much of
the nineteenth century.19
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There
are numerous other aspects of these games that do not stand up to close
scrutiny. For instance, the importance of infectious diseases in the course
of history is ignored. In Civ III, it is possible for cities to become
overpopulated and diseased, but contact between civilizations does not initiate
plagues. The ramifications for the colonization of the New World are enormous,
as most historians view the importation of disease as a primary factor in
the ease with which Europeans conquered the Americas. Despite using Jared
Diamond's Guns, Germs, and Steel as one of his sources, Squire failed
to recognize this important omission, highlighting the need for trained
world historians to take a more active interest in the interpretation and
utilization of civilization builder games.20 Even in the realm of military tactics,
an area in which this software is particularly robust, there are deficiencies.
All armies, regardless of the polity, basically operate in the same way.
For instance, in the game world, the Aztecs and the Spanish field armies
under the rubric of total war. In reality, the Aztecs had a far different
perception of the role of warfare, utilized allied polities for the bulk
of their fighting force, and defined control as being over people as opposed
to over territory. The differences in the way that the Spanish and the Aztecs
waged war had a crucial impact on how the Spanish conquest progressed. 21 The deficiencies in these games do not
preclude their use as teaching tools; indeed, they enhance opportunities
for instructors to challenge their students to think critically about the
media they consume. |
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| In
the Classroom |
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How an
instructor can use civilization builder games in the classroom is contingent
on the resources she has available to her. The use of software in an educational
environment is dependent on the technology available, the amount of time
instructors have to incorporate non-traditional teaching methods, the knowledge
level of the instructor in regards to the game being considered, and the
educational level and motivation of the students. Before discussing particular
lesson plans, some general comments are appropriate. Out of the three games,
Civ III is by far the most robust.22
It is the only game that allows the player to win by some other method than
military conquest in any meaningful way. Its models of trade, technological
diffusion, and cultural progress are well beyond those of either Rise
of Nations or Age of Empires. However, it is arguably the most
difficult of the three games to learn. Squire estimates that teaching with
Civ III requires up to twenty hours of play just for students to
learn the intricacies of the interface and the relationships between the
choices they make and the results of those choices.23
Rise of Nations is less complex while maintaining a wide variety
of possible teaching points, but it is geared towards military conquest,
representing a strong bias that diminishes its ability to be used in a complex
way. Age of Empires is the least robust of the three games, and should
probably only be considered for classroom use in connection with deconstructing
its biases and inaccuracies. |
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No matter
what game is chosen, instructors will require regular access to a computer
lab with enough computers capable of running the software. Luckily, none
of these titles are particularly taxing for modern systems, but large classes
may have difficulties securing enough machines for in-class projects. Instructors
will need to be quite familiar with the software chosen, as they will be
expected to answer student questions not only about the basic mechanics
of gameplay but also about the historical issues that underpin the whole
rationale for using this software in the first place. The instructor will
have to carefully assess the abilities of his students and tailor lessons
accordingly. It is impossible for students to recognize biases and inaccuracies
if they lack basic historical understanding in the first place. This can
be ameliorated by creating lessons that incorporate both the game and traditional
teaching methods that impart both basic historical information and critical
evaluation skills. Indeed, no matter how an instructor ultimately decides
to incorporate this software, it is necessary to frame it with traditional
teaching methods and material. |
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What
follows are three potential projects that instructors could use with civilization
builder games. Because different instructors will have access to different
combinations of resources and teach different age grades, they are designed
in a way so that they can be used as in-class assignments, out of class
assignments, or even optional projects presented as end-of-term assignments
or extra credit. |
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1. Hands-on History
Overview:
This project centers on using these games as a primary tool in teaching
historical concepts. Students will use the game to learn about the importance
of geography in historical development, technological diffusion, the
impact of trade, economics, and resource availability and expenditure,
the contingent nature of historical development, the complex interplay
between various political, economic, and military systems, and the relationship
between choices made during play and their ultimate outcomes. Because
the goal is to develop a basic understanding of history rather than
the deconstruction of media artifacts, Civ III is the most
appropriate program to choose, although a truncated version could be
taught using Rise of Nations.
Basic Design: Over the course of a semester, students
will work in small groups playing the game to a point chosen by the
instructor. One third of class time will be spent in the computer lab,
while two thirds will be spent in a traditional lecture format. Students
will keep a weekly journal related to the progress of their game, recording
decisions made and their apparent outcomes. Some time will be set aside
during the lecture periods to cover developments in the gaming world
and connect these developments to actual historical events and processes.
The instructor may choose to have the players focus on one polity or
may decide that students should sample a variety of civilizations. Stress
will be put on general historical processes such as trade, colonization,
or technological development rather than on discrete historical events.
The final deliverable is left to the discretion of the instructor, but
could take the form of a final presentation where the students are encouraged
to make explicit connections between game world events and historical
developments. The instructor should provide prompts to generate writing
in the journal or for the final project. Some example prompts include:
How did geographical features impact your decisions about where
to place new cities?
What are the benefits of trading with other players rather than attacking
them?
Describe how your civilization interacted with other civilizations around
it. Was it good to have many close neighbors, or did it make the game
more difficult?
How did your team decide to balance military, technological, and economic
development?
How did geography impact any military battles you may have fought?
What political system did your team chose and why? What effect did it
have on your game?
Which decisions had the best impact on your game?
Which decisions had the worst impact?
What is one thing you learned playing the game that surprised you?
2. Pet Civilization
Overview: This approach involves students taking on
the role of one of the playable groups in the game and comparing their
civilization against the actual historical development of the polity
in question. This project employs a two-pronged methodology. First,
the students will be asked to compare the attributes of their chosen
group to their actual historical traits. They will also be asked to
compare the historical progression of their group with their own progression
in the game world. The first section teaches the students to detect
potential biases and inaccuracies, while the second encourages them
to recognize the contingent nature of history and show that if different
choices were made in the past, they could have had a significant impact
on the way history progressed.
Basic Design: Students can work individually or in
groups. They will chose a single civilization and play it until the
conclusion of the game. If the instructor wishes this to be an in-class
assignment, some time will have to be set aside for it. However, this
project lends itself well to an optional out of class assignment forming
the core for a final paper or presentation. Throughout the time period
of the assignment, students will be expected to augment their gameplay
experience with readings about the civilization that they chose. The
final project must incorporate both a discussion of the accuracy of
the game in its portrayal of the civilization and a narrative describing
how gameplay and the actual historical record diverged.
Example: Sue decides to play the Aztecs. The instructor
has arranged time in the computer lab for students to play the game
a certain amount each week. Sue plays a couple hours per week and also
chooses a few texts about the Aztecs (with the help of the instructor).
Sue notices from her readings that the Aztecs were actually a relatively
recent polity in Central America, preceded by the Olmecs, Toltecs, and
Maya, something her game doesn't recognize. Sue remembers from in-class
lectures that the Aztecs were actually a small group that practiced
hegemonic control over a diverse set of peoples in their "empire". She
becomes frustrated that, despite the fact that the Aztecs were quite
advanced agriculturally, the intrinsic attributes granted by the game
to her group focus on their militaristic aspect. As she plays the game,
she "cheats" by sending explorers to the Old World, which she knows
exists through her prior knowledge. As a result, she establishes colonies
on the North African coast a century before the first European ships
set off across the Atlantic. These colonies allow her to contact advanced
African and Middle Eastern states like Egypt and Babylon. This contact
allows her to trade luxury goods and assists technological diffusion
in her direction. When Europeans finally threaten her shores, the Aztecs
possess gunpowder and horses and are able to resist them. Eventually,
her society industrializes and sends a colony ship to Alpha Centauri.
Sue presents her experiences to her class in a final presentation, having
learned quite a bit about history and the Aztecs in particular.
3. Deconstruction
Fun
Overview:
The last project involves students focusing on the deconstruction of
civilization builders as artifacts from their own culture. As such,
it is more appropriate for higher level students such as history undergraduates,
although as an optional project it may make a good choice for World
Civ courses as well. Because the goal of the assignment is deconstruction,
the less "correct" games, such as Age of Empires and Rise
of Nations, are actually quite suited to it. By the end of the
project, students should be able to recognize that media is informed
by cultural constructions and biases and they should be careful to accept
what they see in such products as the Truth.
Basic Design: The design of this project is contingent
on the latitude the instructor has. In a small class with relatively
knowledgeable students, such as a survey of the field of world history,
it could be made a mandatory assignment with class time devoted to it.
In a large survey class such as World Civ, it could be made an optional
choice for a final project. Because playing a game to its completion
is not necessary, some ambitious instructors with adequate resources
may want to have their students compare and contrast the different approaches
of the different games. Indeed, for those with severely limited time
or resources, a truncated version of this project could be done using
only the game manuals themselves, as they contain plenty of assumptions
for analytical fodder. Again, the use of prompts could be beneficial
to give the students direction and perhaps form the foundation for a
paper or presentation:
Based on other readings and concepts we have discussed this semester,
what three concepts do you think the game models the best? What three
concepts do you think
the game models the worst?
Identify three historical "facts" that the game gets wrong.
What does the design of the game tell you about the people who made
it? For instance, what political system gives you the most benefits
and what gives you the worst?
How does the best political system compare with the background of the
designers?
If someone knew very little about history, what is the worst thing they
would learn from playing these games?
What are the top three concepts or items from the game that you would
change to make it more historically accurate?
The instructor may want to introduce more specific questions aimed at
particular games or even civilizations:
What does the title of the game tell you about it?
How well does Age of Empires model the effects of warfare? What could
be changed to improve the model?
What do the names of the ages in Rise of Nations tell us about the biases
of the game?
In your opinion, which civilization is portrayed most correctly? Which
is portrayed the most incorrectly?
What does Civ III tell us about the notion of progress? How is this
notion challenged by other material we’ve encountered?
What assumptions about nationalism and national identity are made by
Rise of Nations?
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This
paper can only serve as a brief introduction to the concept of using civilization
builder games in the classroom. Obviously, not all instructors in all places
will have the ability to deploy lesson plans that depend on good access
to technology and the time to properly prepare students to master the game
well enough to gain some historical insight. Still others may object that
such games have no place in the classroom. But it would appear that world
historians ignore these games at their peril. They are widespread in the
outside world and many of our students will already have been exposed to
them. Civilization III has sold more than three million copies,24
Rise of Nations has sold over a million,25
and the Age of Empires series, the least historically correct of
the titles, has sold an astonishing sixteen million copies.26 Civilization IV was the eleventh most popular computer
game of 2005, and strategy games make up over 30% of total computer game
sales, the largest single category.27 Beyond the pedagogical benefits identified
by writers such as Gee, Squire, and others, showing that the use of games
is not only a valid but in some cases preferable method over more traditional
approaches, it is clear that many people are learning historical concepts
from software designed purely as entertainment. Instead of bemoaning this
fact, world historians can take an active role in shaping students perceptions
towards these games, and perhaps teach them a little about history in the
process. |
20 |
Game Publication Data:
Civilization III
By: Atari,
Firaxis
Games
Genre: Historic
Turn-Based Strategy
Release Date: Oct 30, 2001 (more)
Players: 1 Player (tech
info)
Age of Empires II
By: Microsoft
Game Studios, Ensemble
Studios
Genre: Historic
Real-Time Strategy
Release Date: Sep 30, 1999 (more)
Rise of Nations
By: Microsoft
Game Studios, Big
Huge Games
Genre: Historic
Real-Time Strategy
Release Date: May 20, 2003
Players: 1-8 (tech
info)
For more information on this project, including the prototype lesson outlines
found above, please visit:
http://www.dlwa.com/adw/
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| Biographical
Note: Aaron Whelchel
is a Ph.D. student in the World History Program at Washington State University.
His particular interest is the examination of the effects of imperialism
on theories of education, whether in the metropole or colonial possessions.
When not engaged in his studies, he can often be found spending far too
much time playing computer games.
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Endotes
1 For a full discussion of the development of
the world history sub-field, see Patrick Manning, Navigating World
History (New York: Palgrave Macmillan, 2003).
2 The Entertainment Software Association, 2006
Sales, Demographic, and Usage Data <http://www.theesa.com/archives/2006/05/2006_essential.php>
(15 June 2006), Entertainment Software Association.
3 Scott Carlson, "Can Grand Theft Auto Inspire
Professors?," The Chronicle of Higher Education no. 49, (15 August
2003), 31-33.
4 James Gee, What Video Games Have to Teach
Us About Learning and Literacy (New York: Palgrave Macmillan, 2003),
48.
5 Susan McLester, "Game Plan," Technology
and Learning no. 3 (2005), 18-26.
6 Kurt Squire, Replaying History: Learning
World History Through Playing Civilization III (Unpublished Dissertation,
Indiana University, 2004), 153.
7 Squire, Replaying History, 147.
8 School Library Journal, "Computer Games
May Foster Learning," School Library Journal no. 11 (2005), 20.
9 Cliff Edwards, Class, Take Out Your Games,
February 2006, <http://www.businessweek.com/magazine/content/06_08/b3972100.htm?campaign_id=search>
(15 June 2006), BusinessWeek Online.
10 For a complex and detailed study of the importance
of natural factors, see Alfred Crosby, Ecological Imperialism: The
Biological Expansion of Europe, 900-1900 (New York: Cambridge University
Press, 1986).
11 For a collection of essays regarding technological
diffusion, see Michael Adas, ed., Technology and European Overseas
Enterprise: Diffusion, Adaptation, and Adoption (Brookfield: Variorum,
1996).
12 Some titles, such as Rise of Nations,
treat certain bodies of water as zones of connection rather than separation.
This concept can be seen in many works discussing the Southeast Asian
littoral, several of which were based on the ideas of oceanic connections
proposed by Fernand Braudel, The Mediterranean in the Ancient World
(London: Alan Lane, 2001).
13 See John Keegan, A History of Warfare
(New York: Alfred Knopf, 1993) for a complete discussion of the impact
of the environment on the development of warfare.
14 See Andre Gunder Frank, ReORIENT: Global
Economy in the Asian Age (Berkeley: University of California Press,
1998) for a complete discussion on the early modern silver cycle.
15 Squire, Replaying History, 345.
16 See David Armitage, The Ideological Origins
of the British Empire (Cambridge: Cambridge University Press, 2000)
and Linda Colley, Britons: Forging the Nation 1707-1837 (New Haven:
Yale University Press, 1992) for more information on how British national
identity formed and was transformed through the ages.
17 See Thomas Abler, "Beavers and Muskets,"
in Brian Ferguson and Neil Whitehead, eds., War in the Tribal Zone:
Expanding States and Indigenous Warfare (Santa Fe: School of American
Research Press, 1992) for a fuller discussion of the effects of European
intrusion on the Iroquois political structure.
18 Matthew Kapell, "Civilization and its
Discontents: American Monomythic Structure as Historical Simulacrum,"
Popular Culture Review 13 no. 2 (Summer 2002), 129-136.
19 See Anthony Pagden, Lords of All the World:
Ideologies of Empire in Spain, Britain, and France 1500-1800 (New
Haven: Yale University Press, 1995) for a full discussion of how Roman
imperial ideology established strict barriers between "civilized"
and "uncivilized" groups and how this ideology continued to be manifest
in European empires.
20 Squire, Replaying History, 374.
21 See Ross Hassig, "Aztec and Spanish Conquest
in Mesoamerica", in Brian Ferguson and Neil Whitehead, eds., War in
the Tribal Zone: Expanding States and Indigenous Warfare (Santa Fe:
School of American Research Press, 1992) for a complete explanation of
the differences between Aztec and Spanish warfare methods and goals.
22 It should be noted that Civilization IV
has been released. This successor to Civilization III further deepens
the complexity of gameplay. The most significant addition is a more robust
system of religion, allowing players to send missionaries and (if they
control areas central to a particular religion) exert a degree of influence
over the territories of fellow believers. It should be noted that Civ
IV has higher system requirements than any of the games discussed
in this paper.
23 Squire, Replaying History, 403.
24 Firaxis Games, Company Bios, Jeff Briggs
<http://www.firaxis.com/company/bios.php?bioid=7>
(15 June 2006), Firaxis Games.
25 Microsoft, Microsoft Press Release,
October 27 2004, <http://www.microsoft.com/games/press/?no=riseofnationsgold_20041027001>
(15 June 2006), Microsoft.
26 Microsoft, Microsoft Press Release,
May 11 2005, <http://www.gamespot.com/pc/strategy/riseofnationsriseoflegends/news.html?sid=6124100>
(15 June 2006), Microsoft.
27 The Entertainment Software Association, 2006
Sales, Demographic, and Usage Data, <http://www.theesa.com/archives/2006/05/2006_essential.php>
(15 June 2006), Entertainment Software Association.
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