ABSTRACT

Chapter 1 explores the extent to which videogames can present history. It does so by asserting that history is the interpretation and presentation of the past rather than the past itself. Professional historians follow a rigorous set of standards in their presentation of history. Nevertheless, since even professional historians must choose which aspects of the past to emphasize, the difference between their work and the presentation of history through popular media is not as great as many people assume. This chapter argues that consumers can encounter the past and learn about it through videogames even though these games rarely present the more carefully researched scholarly perspectives of their themes. After discussing how well (or poorly) the media portray the process of historical research (and highlighting one game that does it well), this chapter examines the motives behind designing and marketing historical videogames. It highlights the tension between videogame designers, who often have a passion for the historical themes of their products, and marketers, who need to be persuaded that these themes will attract consumers. Finally, this chapter explores the difference between the messages designers intend to send and those that consumers actually receive when playing their games. The interactive nature of videogames and the ability to modify them turns consumers into co-authors of these products with the designers.