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...
Main Author: | |
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Format: | Electronic Article |
Language: | English |
Check availability: | HBZ Gateway |
Journals Online & Print: | |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Published: |
University of Chicago Press
[2021]
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In: |
Near Eastern archaeology
Year: 2021, Volume: 84, Issue: 1, Pages: 32-43 |
Standardized Subjects / Keyword chains: | B
Video game
/ Civilization
/ Culture
/ Society
/ Archaeology
/ Education
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IxTheo Classification: | TC Pre-Christian history ; Ancient Near East |
Online Access: |
Volltext (lizenzpflichtig) Volltext (lizenzpflichtig) |
Summary: | 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. |
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ISSN: | 2325-5404 |
Contains: | Enthalten in: Near Eastern archaeology
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Persistent identifiers: | DOI: 10.1086/713340 |