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[Commlist] New Special Issue 'Digital Games through Muddled Pasts and Modded Histories', Digital Culture & Society, 11(1) published
Wed Feb 11 10:12:01 GMT 2026
The Special Issue of Digital Culture & Society, 11(1), 'Digital Games
through Muddled Pasts and Modded Histories', is now published:
<https://www.degruyterbrill.com/journal/key/dcs/11/1/html
<https://www.degruyterbrill.com/journal/key/dcs/11/1/html>>
<https://www.transcript-verlag.de/978-3-8376-6869-8/digital-culture-society-dcs
<https://www.transcript-verlag.de/978-3-8376-6869-8/digital-culture-society-dcs>>
Digital Games through Muddled Pasts and Modded Histories
Guest editors: Eduardo Luersen / James Wilson (Eds.)
The emerging field of historical game studies has dedicated significant
attention to representations of the past in digital games, a topic of
particular importance given the political and epistemological
implications of historical knowledge when explored through this medium.
Numerous contributions, including several edited collections, have
addressed these and other dimensions of the relationship between games
and historical knowledge. More recently, a growing strand of scholarship
has begun to examine the role of production processes in shaping
gameworld representations, including the concrete settings in which
simulations of the past are produced. Despite the potentially
significant impact of these conditions, however, and aside from notable
and important exceptions, the practical dilemmas and technical design
decisions that shape how the past is represented in digital games have
often remained secondary to broader interpretive debates about these
artefacts. Cultural representations are always embedded in a web of
formal, technical, ideational, and socio-economic factors. Accordingly,
the imaginations of the past in games emerge through a combination of
design aspirations, constraints and, at times, contingent circumstances
that shape development processes from their inception and throughout
game design pipelines. With this special issue, we aim to foreground the
processes through which such games are produced and the ways in which
historical knowledge is articulated through the practice of game
development. In doing so, the issue seeks to contribute to established
research on how digital games negotiate imaginaries of the past, their
educational potentials and limitations, as well as the broader set of
values, rationalities, and ideologies about the past that circulate
within game development and distribution processes.
Table of Contents:
Digital Games through Muddled Pasts and Modded History: Introduction
Eduardo Luersen and James Wilson
pp. 7-19
Source Material and the Problem of Authenticity in Historical Game
Development
William Hepburn and Jackson W. Armstrong
pp. 23-40
Historians Making Games: Unveiling a History Game Design Ethos
Magnus Henrik Sandberg, Eirik Brazier and Ragnhild Hutchison
pp. 41-62
Enchanted Imaginings: Involving Museum Visitors in Heritage Adventures
Eva Kingsepp and Linda Ryan Bengtsson
pp. 63-81
Cultural Combinatorics and Conjured Spectres: The Representation of
Culture and Cultural Hybridity through the Game Mechanics of Crusader
Kings III
Michael A. Conrad
pp. 85-111
Playing Adewale: The Politics of History in Assassin’s Creeds Freedom Cry
Osvaldo Cleger
pp. 113-135
Historical Empathy and Player Agency in Computer Roleplaying Games:
Kingdom Come: Deliverance and Pentiment
Robert Houghton
pp. 137-160
The Truth(iness) is a Lie: Historical Re-visions of the Cold War through
Call of Duty Paratexts
victoria l. braegger, Samantha Blackmon
pp. 163-185
Queering Hong Kong: Modded History in A Summer’s End: Hong Kong 1986
Diego Barroso Sánchez
pp. 187-210
Calculated Actions: How Game Code Makes Arguments About the Past
James Baillie
pp. 212-230
Re-Enacting 9th Century Baghdad: Interview on the Narrative and
Worldbuilding Aspects of the Past, as Rendered in Assassin’s Creed Mirage
James Wilson, Eduardo Luersen, Raphaël Weyland, Sarah Beaulieu
pp. 231-240
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