Article ID: CBB467138513

Playing Games with Technology: Fictions of Science in the Civilization Series (2019)

unapi

This article investigates the ways in which the history of technology has been modeled in “4X strategy” games, especially in a series called Civilization (which comprises six games and expansions introduced from 1991 to 2016). Although there have been various studies interrogating the ideological biases in strategy games’ modeling of civilization and society, to date there has only been partial exploration of the ideological biases within their models of technological and scientific development involving “technology trees.” Moving from discrete analysis of individual instances of technology trees within strategy games, the aim of this article is to demonstrate not only the fundamental issues behind the notion of these trees in all of the Civilization games, but also to demonstrate ways in which they can reveal particular historicized perceptions of technologies over the period they were developed. This investigation furthermore reveals that many players of the games may bring assumptions embedded in their sense of the history of technology, and that these present a particular problem for those who might uncritically accept the games’ underlying axioms.

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Article Amanda Rees; Iwan Rhys Morus (2019) Presenting Futures Past: Science Fiction and the History of Science. Osiris: A Research Journal Devoted to the History of Science and Its Cultural Influences (pp. 1-15). unapi

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https://data.isiscb.org/isis/citation/CBB467138513/

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Authors & Contributors
Christian M. Jones
Gramelsberger, Gabriele
Bo Ruberg
Susan Branson
Ma, Shaoling
Arsenault, Dominic
Journals
Bulletin of Science, Technology & Society
TG Technikgeschichte
Worldviews
IEEE Annals of the History of Computing
Blätter für Technikgeschichte
Acta Historica Leopoldina
Publishers
The MIT Press
The MIT Press
Welcome Books
University of Wolverhampton, School of Computing and Information Technology
University of Minnesota Press
Routledge
Concepts
Video games
Computer games
Technology and culture
Computers and computing
Public understanding of technology
Science and culture
People
Simondon, Gilbert
Benson, Ezra Taft
Time Periods
20th century, late
21st century
20th century, early
20th century
19th century
18th century
Places
United States
Netherlands
New Zealand
China
Australia
India
Institutions
Nintendo Co.
Church of Jesus Christ of Latter-day Saints (LDS); Morman Chuch
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