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Curtis D. Carbonell

World War Two Simulated: Digital Games and Reconfigurations of the Past

World War Two Simulated: Digital Games and Reconfigurations of the Past

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  • More about World War Two Simulated: Digital Games and Reconfigurations of the Past

This book explores how World War Two is simulated through serious computer games, leading players to explore 'simtexts' to understand the past. It highlights the experiential nature of simgames and their potential to reconfigure and reimagine history, but also raises concerns about what is morally acceptable to simulate. As computer games continue to advance, the range of what can be simulated will expand, raising questions about the boundaries of ethical gaming.

Format: Hardback
Length: 270 pages
Publication date: 27 June 2023
Publisher: University of Exeter Press


This captivating book delves into the fascinating realm of how World War Two is simulated through a diverse array of serious computer games, encompassing first-person shooters, flight and tank simulators, and grand strategy games. It argues that a unique dynamic emerges within these immersive simulations, particularly when curious players venture beyond the mere realm of gameplay to explore deeper meanings and understand the past. This pursuit leads them to a wealth of 'simtexts,' ranging from game manuals and online resources like YouTube to published material in popular spheres and even scholarly monographs authored by professional historians.

The significance of this exploration lies in its ability to challenge traditional methods of learning about history, such as classrooms, teachers, and textbooks. By engaging with these games, players gain a firsthand experience that recontextualizes and reimagines historical events, offering a fresh perspective on the past. However, it is important to note that the simulated digital experience created by simgames often curates World War Two and other global events of similar magnitude within constrained frames that may overlook significant aspects of what actually occurred.

As computer games continue to evolve in power and fidelity, with the emergence of virtual reality as a prominent example, the range of what can be simulated will undoubtedly expand. This raises important ethical considerations about what is morally acceptable to simulate and what should remain unplayable. The book explores these complex issues, shedding light on the potential benefits and drawbacks of using computer games as a tool for historical education and understanding.

In conclusion, this thought-provoking book offers a valuable exploration of the intersection between technology, history, and gaming, providing insights into how simgames can shape our perception of the past and raise important ethical dilemmas about the simulation of historical events. It is a must-read for anyone interested in the dynamics of simulation, the power of immersive experiences, and the potential for technology to enhance our understanding of the world.


Dimension: 234 x 156 (mm)
ISBN-13: 9781804130605

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