The face of authority through Sid Meier's civilization series

The turn-based strategy videogame genre tends to emphasize the military elements in detriment of other aspects. That is not the case in Sid Meier's Civilization series (1991-2016). Players are welcomed to focus on other aspects of society such as science, culture, diplomacy and economy, to the...

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Outros títulos:Special Issue: "Democracy Dies Playfully: (Anti-)Democratic Ideas in and Around Video Games"
Authors: García Martín, Ruth (Author) ; Cadiñanos Martinez, Begoña (Author) ; Martín Domínguez, Pablo (Author)
Tipo de documento: Recurso Electrónico Artigo
Idioma:Inglês
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Fernleihe:Fernleihe für die Fachinformationsdienste
Publicado em: 2020
Em: Gamevironments
Ano: 2020, Volume: 13, Páginas: 138-173
(Cadeias de) Palavra- chave padrão:B Meier, Sid 1954- / Civilization (Jogo de computador) / Autoritarismo / Democracia / Poder / História 1991-2016
Classificações IxTheo:AD Sociologia da religião
ZB Sociologia
ZC Política geral
ZG Media studies; Digital media; Communication studies
Outras palavras-chave:B gamevironments
B social imagination
B Enlightenment
B Historical Games
B Colonialism
B cultural evolutionary model
B strategy video games
B Sid Meier’s Civilization
B theory or progress
B Authoritarianism
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Resumo:The turn-based strategy videogame genre tends to emphasize the military elements in detriment of other aspects. That is not the case in Sid Meier's Civilization series (1991-2016). Players are welcomed to focus on other aspects of society such as science, culture, diplomacy and economy, to the point of becoming a viable path to endgame victory themselves, though far more difficult. Narratively speaking, Civilization allows the player to explore different human societies across the species' history. In this paper, we want to place our focus on the authoritarian options the game provides and how they operate under a clear 19th Century cultural evolutionary framework. Civilizations are measured in different stages according to their development allowing choices such as type of government, technological advance or religion. The series shows the adoption of a functionalist thought pattern as authoritarian options do not carry a penalty worse than more liberal or progressive ones. While in the first installments of the game there was a clear bias towards liberal democracy and open society, that bias has been consistently blurred in more recent installments (now currently in the sixth game of the series) showing a certain degree of amorality in the exercise of power, thus giving us a window to analyze the changes in the power discourse.
ISSN:2364-382X
Obras secundárias:Enthalten in: Gamevironments
Persistent identifiers:DOI: 10.26092/elib/404