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Gender

What we play: Chatting about History, Gender, and Videogames

Videogames offer us the possibility to create spaces to enjoy and engage with in ways that approach the past visually and interactively. We can play with history, and we can play to do history. But playing and history are also gendered. Playing with history and gender can open possibilities for events that happened in a moment in human history […]

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Gender

Women’s Histories in Historical Games

There are staggering problems with historical games’ representation of women. Based on an analysis of games with identifiable protagonists from the HistoriaGames database, less than 7% of historical games have female protagonists, and more games feature plots in which women are abducted or killed to motivate the storyline than have female protagonists. Sexualisation and gratuitous nudity are rife, […]

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(Post) Colonialism Alternatives Development Education Environment Ethics Events Gender Historical Truth Memory Player Practices Technology

RSE Curious event: Unreal pasts, playful presents: history and fantasy in games and media

This September, in collaboration with the Imperial War Museums Institute and the Royal Society of Edinburgh‘s Curious Festival 2025, the Historical Games Network will be hosting a discussion panel event exploring history, fantasy, digital games and media. Curious is a festival of ideas – open to all and driven by connection, conversation, and discovery. It’s a chance to […]

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Medievalism

Fictional Depictions of Medievalism vs. Historical Authenticity in Bladestorm (2007)

Developed by Omega Force and published by Koei Tecmo, Bladestorm: The Hundred Years’ War (2007) is a tactical action game that immerses players in the brutal conflicts between England and France during the 14th and 15th centuries. The game is set during the Hundred Years’ War (1337–1453), which was a protracted conflict between England and France marked by shifting […]

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Medievalism

Echoing the Past: Spoliation, Memory, and Power in the Witcher 3

In video game design, the deliberate reuse and reinterpretation of architectural elements can function as a form of digital spoliation, evoking historical continuity, cultural layering, and the passage of time within virtual worlds. Spoliation refers to the deliberate reuse of architectural elements, sculptures, or other materials from pre-existing structures in new constructions or artistic contexts. […]

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Medievalism

Utilising Game Graphics in Museum Settings: 878AD & Immersive History

878AD is an immersive living history experience in the Brooks Shopping Centre in Winchester, England. Described as “a multi-sensory museum experience with theatre, tech and play,” it was created through a partnership between Hampshire Cultural Trust, Ubisoft, and Sarner to utilise graphics from Assassin’s Creed: Valhalla (2020) as a backdrop for telling the story of the year […]

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Medievalism

Virtual Byzantium: How Historical Games Represent Byzantine Society

The gaming medium can stimulate original perspectives on the past by incorporating underrepresented cultures or minorities into its game systems. However, when reflecting on the concept of accuracy,1 it has been emphasized that games “should also be inclusive without lying to the audience,” and Diana Cristina Răzman specified that the way the gaming industry addresses […]

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Development Medievalism

Between Imagined Worlds: Reinterpreting Medievalisms in an RPG

As both a game developer and a medieval historian, each of my interests informs the other. In this post, I’m going to talk you through some ways I approach putting medieval elements in games and think about why they’re there. The process I use is based on thinking about medieval ideas as a sort of […]

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Medievalism

Call for Contributions – Medievalism

Guest Chair/Convenor: Robert Houghton  The Middle Ages are almost everywhere in games. From the painstaking reconstructions of medieval buildings and cityscapes in Assassin’s Creed (2007-) and Kingdom Come: Deliverance (2018) to the fantasy worlds emblematic of World of Warcraft (2004-), Gloomhaven (2019) or Baldur’s Gate (1998). From the detailed and measured explorations of medieval life in Pentiment (2022) or Pendragon (1985-) to the comedic Peasant’s Quest (2004) or Munchkin (2001). From post apocalyptic pseudo medieval societies in Fallout (1997-) […]

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Education Technology

Levelling up: the evolving relationship between museums and video games

“The potential of videogames for museums is limitless.” Museum Lab, 2022. In 2014 I was playing Galactic Café’s The Stanley Parable (2013) – a story-based game with a branching narrative providing commentary on player choice, decision making and game design – when I encountered the game’s ‘Museum Ending’. In this ending, the player is invited to explore […]