Clio Module 6

I grew up in a PBS, gin rummy, and backyard play household that restricted all video games save Just Dance. That’s not a dig at my childhood, I actually very much liked the kinds of play I was encouraged to engage in. It does mean though, that, as an adult and even when I was a kid, I lack this arena of knowledge or sort of cultural experiences of my peers. PC games I played were limited too, but I did frequent those iconic Barbie games and absolutely SLAY Poptropica. In a way, with how many times I played the Time Tangled and Greek mythology modules, Poptropica was my first introduction to historical games. Between this and Rick Riordan… let’s just say my obsession was fed.

✨enjoy✨

The Krijn H.J. Boom reading was really thought provoking for me, probably because of my never having played Assassin’s Creed or anything of that nature. The idea that video games are an entry point for people to gain interest in history is great, but the article’s discussion of depth is what I found most interesting. Obviously violence in video games is a highly contested issue and Broom makes a point to say that studies on the effects of this are currently inconclusive. However, to employ a historical background in a combat focused video game without any sort of nuanced interpretation or strategic attention to multiple perspectives can be damaging. In those cases, the game may be instructing the player to assume the role of the invader/colonizer/killer/soldier and never have to face the effects of their actions whether it be on other cultures, individuals, or even the environment. I think this boils down to a game’s goal. Assassin’s Creed, as far as I understand is not primarily concerned with teaching history. Rather the historical element creates an engaging story, thus furthering the actual goal of many people playing. Non linear stories provide a partial solution to this problem. Don’t get me wrong, I’m not of the mind that a Twine game is going to replace Far Cry, but creative non-linear game play can be and actively are made to fill this void.

Cait Kirby’s September, 7th 2020 game really astonished me. It was super simple and probably could be made to be more aesthetically pleasing or modern looking, but I actually think it’s sterile, older look suited the subject. Playing the undergraduate game, I could not believe how instantly it transported me back to that period of my life.

My best friend in the school book store with a mask and a tyedye tshirt on holding a book titled Fecal Matter
September 7, 2020 masked up at the university bookstore
Me and two of my friends taking a picture together with masks on at Dunbar Cave State Park
September 8, 2020 with my friends at the park

While my experiences were not exactly the same as the game character, they were pretty close and I played as if it really was me making decisions. All sorts of feelings bubbled up as walking through that day was very much like going back to a day in my own life. I think that means she was successful… that I was feeling this way. Of course, I connected with it particularly because on September 7, 2020 I was an undergrad going to class terrified with my mask on in Tennessee where there were no restrictions anymore. I think anyone could have related to the characters in one way or another though and that experience really illustrated the aim of non linear and more inclusive historical games.

the line at my university's einstein bagel with places to stand that were multiple feet apart
September 6, 2020 at my school’s Einstein
a group sat in chairs separated by two feet in a large circle all wearing masks and trying to talk
August 31, 2020 Orientation Leader meeting

Messing around with the actual interface in class was fun and like usual, I wish we’d had more time. I’m sure there’s some way that I can someday incorporate digital storytelling into my work. On that note, at least for me, there needs to be more exploration into the ethics of this kind of storytelling when telling difficult histories. How do you recreate the mindsets, choices, sufferings, etc… of a marginalized group without trivializing or making light of their real lived experiences? I doubt there’s an easy answer to this question, but it’s something I know I’ll continue thinking about. In all, however, I am intrigued with this week’s topics of discussion and technical activities!


6 responses to “Clio Module 6”

  1. Kris Nohe Avatar

    First, if I may, your childhood sounds awesome. Although, I can admit that it may because it is very similar to how I tried to bring up my own kids. When we finally got our kids a second hand GameCube, my daughter exclaimed, “Finally! We don’t have to be one of THOSE families anymore.” But I digress.

    Your points about the violence in video games set in a historical setting are a concern that I share, especially the fear that players will identify with the invader/colonizer/killer/soldier perspective. I have often wondered about the possibility of designing a game with players going through the same scenario from different perspectives. I wonder if that would build some historical empathy. It would at the very least compell players to consider various perspectives. I think that all of this speaks to your questions regarding the ethics of this type of storytelling.

    As a member of your group, I agree that creating the Twine was a lot of fun. Jessica brought up the point in her blog post this week that it is a rare thing to say that something we are doing in history is fun. I think that has much to do with the subject matter we work with. Nonetheless, the fact that we were having fun with this lesson made it more engaging, which speaks to the potential of new media in history.

  2. Makayla Johnson Avatar
    Makayla Johnson

    Hi Annabelle,
    Your childhood sounds similar to mine actually, although we did have access to videos games, my mom was very big on family games and encouraged us to play card games such as poker (with skittles), garbage, and others although Just Dance was also a family favorite (and intense at times). I really like your point about how in violent video games a user can choose their character whether that be as you said, invader/colonizer/killer/soldier. I agree with you that this is problematic because the user can see it as just a game instead of understanding the true and real repercussions of the actions of these characters. That I would argue would be counterproductive in historical video games and may cause even more problems. I think there is benefits to both linear and no linear video games, and although my experience with Assassin’s Creed is very limited, the few times I have played I did not get a historical feeling from the game. Anyways, thanks for sharing!

  3. Asha Isable Avatar
    Asha Isable

    Annabelle, you raise important concerns and the ethical challenges about recreating difficult histories in an interactive format such as video games and storytelling. These concerns are especially nuanced when sharing the complex histories of marginalized groups. The example you give about the player acting as an invader or colonizer without addressing the consequences of those actions can unintentionally reinforce harmful narratives or silencing. This is the distinction between the historian who strives for a holistic and ethically sound interpretation of events, and developers, who may selectively use aspects of history without applying the same principles and ethics. If video games and new media platforms are going to be recognized as sources of historical knowledge, historians must become more engaged.

  4. Marion R. Cohen Avatar

    Anabelle,
    Your blog brought a thought-provoking look into the violence associated with video games. I am not a gamer, so whatever videos sold, that are violent, I have not seen them. But, the point regarding violent games based on the backdrop of history is concerning and provides me with anxiety. The scope of gamers playing a violent game on the backdrop of history, and without understanding the consequences of their actions is troubling. Perhaps, there is a game placing the Union against the Confederate Army. The gamer lets the Confederacy win. What does winning look like? Do the Confederate states keep their slaves? I know this is a far-fetched hypothesis, but I think those who create video games with historical content, need to, first understand the history.

  5. Marion R. Cohen Avatar

    Anabelle,
    Your blog presented a compelling look into violence associated with video games. I am not a gamer, so whatever videos are sold, with violent intent, I have not seen them. But, the point regarding games based on the backdrop of history is concerning and makes me anxious. I don’t know if playing violent games causes a person to become violent. However, using history as the backdrop for these types of disturbing engagements could lead to a mistruth and disinformation about history. These actions and thoughts could turn into physical violence.

  6. Alice Farinhas Avatar
    Alice Farinhas

    Hi Annabelle,
    I’ve also been trying to grapple with your question about the ethics of storytelling. Our big class discussion briefly talked about how historians might make the mistake of trying to fit history into a narrative, shaping it into something that wasn’t necessarily true. I always try to think how much of this story is based on history and how much is it us, looking back and trying to find connections and patterns. In an earlier blog post, I discussed how I view exhibitions and curating as telling a story that an audience can understand. That is the basis of how I view any kind of public history. And so these questions are always on my mind about balancing historical content and exciting stories. But I think it’s great to recognize this and keep these questions in mind whether it’s working on a video game or writing a thesis.

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