• No results found

Unorthodox Professors: WWI in Video Games and on Youtube

N/A
N/A
Protected

Academic year: 2021

Share "Unorthodox Professors: WWI in Video Games and on Youtube"

Copied!
1
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

Unorthodox Professors: WWI in videogames and on YouTube

Jordan Crocker - University of Victoria

1. Background

- Videogames are becoming

increasingly popular in today’s world.

- 77% of men and 57% of women

between 18 - 29 have played

videogames.

- Historical videogames dominate the

market. Battlefield 1 contributed to

EA’s 7.4% increase in revenues for

the third quarter of 2016 and Call of

Duty had its beginnings in the

historical videogame market,

depicting WWII.

- YouTube boasts over a billion users

and reaches more 18 - 34 and 18 - 49

year old audiences than any cable

network in the United States.

2. Videogames

3. YouTube

4. Conclusion

- Battlefield 1 has a destruction system, where the landscape

changes and craters are left. Trenches are often not in the game

and the weapons used (the tanks, rifles, etc.) are generally too

modern.

- Victoria II does not depict actual combat. Instead, this game

allows you to play any nation in 1836 and guide it until 1936.

WWI can come about through an international crisis and this

game also forces you to research technology and become a

great power.

- Crash Course World History is a YouTube series which examines the

past and makes it relatable to the average audience. Its series on WWI

goes over the causes of the war, but does not place blame on any one

nation or leader, unlike many academic articles.

- History Respawned attempts to reconcile videogames and history, while

being a series on YouTube.

- The Great War is a series which goes through WWI week by week and

also uploads in-depth videos about nations, leaders and technology.

- Videogames and YouTube are great ways for students and the average learner to gain an

awareness of WWI. Given the relative lack of attention this war has received (as compared to

WWII), these mediums serve as a positive. However, we must be careful with the inaccuracies

that can occur as a result of these mediums. Videogames and YouTube are entertainment, after

all, and lack the in-depth analysis that a historian could provide when interpreting the past.

- As a result: historians should seek to become more involved as editors and consultants on

videogame and YouTube projects so we can ensure accuracy, while also acknowledging when

people need to have fun with history.

5. References

Aldrich, Chris. Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and

Other Educational Experiences. San Francisco: Pfeiffer, 2005.

Black, Jeremy. The Great War and the Making of the Modern World. New York: Continuum, 2011.

Brose, Erin Dorn. A History of the Great War: World War One and the International Crisis of the Early Twentieth Century. Oxford: Oxford University Press, 2010.

Chapman, Adam. “Privileging Form Over Content: Analysing Historical Videogames.” Journal of Digital Humanities 1,2 (Spring 2012): n.p. Journal of Digital Humanities.

Clark, Christopher. The Sleepwalkers: How Europe Went to War in 1914. New York: Harper Perennial, 2012.

Davis, Natalie Zemon. “Movie or Monograph? A Historian/Filmmaker’s Perspective.” The Public Historian 25, 3 (Summer 2003): 45-48. JSTOR.

De Groot, Jerome. Consuming History: Historians and heritage in contemporary popular culture. London: Routledge, 2009. Duggan, Maeve. “Gaming and Gamers.” Pew Research Center (December 15, 2015).

http://www/pewinternet.org/2015/12/15/gaming-and-gamers/. EA Games. Battlefield 1 (October 21, 2016).

Egenfeld-Nelson, Scott. “Beyond Entertainment: Exploring the Educational Potential of Computer Games.” Copenhagen: University of Copenhagen, 2005. http://egenfeldt.eu/papers/third_generation_JEM_egenfeld-nielsen.pdf.

Hirumi, Atsusi. Playing Games in School: Video Games and Simulations for Primary and Secondary Education. Washington, D.C: International Society for Technology in Education, 2010.

Kempshall, Chris. The First World War in Computer Games. London: Palgrave MacMillan, 2015. https://link-springer-com.ezproxy.library.uvic.ca/book/10.1057/9781137491763.

Paradox Entertainment. Victoria II (August 13, 2010).

Rosenstone, Robert. History on Film / Film on History. 2nd edition. New York: Pearson, 2012.

Tharakan, Anya George. “EA profit, revenue top estimates on strong ‘Battlefield 1’ sales.” Reuters. January 31, 2017. http://www.reuters.com/article/us-electronic-arts-results-idUSKBN15F2LQ.

Whitaker, Robert. “Backward Compatible: Gamers as a Public History Audience.” Perspectives on History (January 2016): n.p. Perspectives on History.

YouTube. Crash Course World History. YouTube. The Great War.

YouTube. History Respawned.

YouTube. “Statistics.” https://www.youtube.com/yt/press/statistics.html. Images

The Rock of the Marne, Wikimedia Commons,

https://commons.wikimedia.org/wiki/File:The_Rock_of_the_Marne._DA_Poster_21-42.jpg, Creative Commons

Battlefield 1, Flickr, https://www.flickr.com/photos/bagogames/26768623172, Creative Commons

YouTube logo, Wikimedia Commons, https://commons.wikimedia.org/wiki/File:Youtube-logo-red.png, Creative Commons

Referenties

GERELATEERDE DOCUMENTEN

Volgens Obama versla je een terroristisch netwerk dat in acht landen opereert niet enkel door de bezetting van Irak: “We need a President who can face the threats of the

Using analytical expressions available from contact mechanics theory, a multiscale model was developed to explain the observed friction behaviour as a function of texture

These experimental observations are supported by discrete particle simulations that are based on analytical models: for small particles, if only viscous sintering is considered,

intensieve vollegrondsgroenteteelt. Beide systemen zijn niet direct vergelijk- baar, omdat de uitgangspunten verschillend zijn. Door toenemende teelt van groentegewassen

mineralisatie) of in een situatie waarbij vlak voor het planten een aanzienlijke hoeveelheid verse ge- wasresten is ondergewerkt, kan op stikstof worden bespaard door bij

Bloemkool Type systemen Afdichten ondergrond Substraatmat Substraatbed Goten/sleuven Potten Teelt op substraat Diverse systemen Dunne waterlaag Drijvend Teelt op water

De factoren die het meeste invloed lijken uit te oefenen op de uitvoering van het rolstoelenbeleid zijn: starheid, flexibiliteit en het beleidsnetwerk van de gemeenten,

De aanleiding van dit onderzoek kwam voort uit de praktijk; de Rijksdienst voor Ondernemend Nederland (RVO.nl) liep tegen een vraagstuk aan over hoe de eigen medewerkers