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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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