Counterfactual communities: strategy games, paratexts and the player’s experience of history
Version 2 2024-06-18, 05:24Version 2 2024-06-18, 05:24
Version 1 2017-11-30, 08:26Version 1 2017-11-30, 08:26
journal contribution
posted on 2024-06-18, 05:24authored byTH Apperley
The genre of history strategy games is a crucial area of study because of what is at stake in the representation of controversial aspects of history in popular culture. Previous work has pointed to various affordances and constraints in the representation of history, based on the framing of the game interface, the alignment of goals with certain strategies and textual criticism of the contents of the games. In contrast, this article examines these games from the perspective of the player’s experience of play in relation to a wider gaming community. It is in these counterfactual communities that players negotiate between their individual experience and knowledge and the history that is presented in the games that they play, indicating that the relationship between digital games, players and history is highly contextual. The relevant practices of players of history strategy games are illustrated with examples from the official and unofficial communities of the Paradox Interactive games Europa Universalis II and Victoria: Empire Under the Sun. The shared paratexts demonstrate how positions are negotiated in relation to the ‘official’ version of history presented in the games. These negotiations are made tangible through the production and sharing of paratexts that remix the official history of the games to include other perspectives developed through counterfactual imaginations. These findings indicate the importance of including perspectives from gaming communities to support other forms of analysis in order to make rigorous observations about how digital games impact on popular history.