How the West (was) won: Unit operations and emergent procedural rhetorics of colonialism in Europa Universalis IV

IF 0.7 Q3 COMMUNICATION Journal of Gaming and Virtual Worlds Pub Date : 2019-10-01 DOI:10.1386/jgvw.11.3.251_1
Kirk Lundblade
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引用次数: 1

Abstract

Historical simulation games such as the Civilization, Total War and Europa Universalis franchises serve, formally and informally, as powerful methods of learning history. While extant scholarship has focused on the connections to history, pedagogy and procedural rhetoric, little work has been done to examine the subsystems embedded in the interface and algorithmic components of more complex simulations, such as those present in Europa Universalis ‐ an analysis which is necessary to assess the complex enframing and algorithmic argumentation these games present. This article uses procedural rhetoric, as well as unit analysis, to analyse the constituent components that scaffold into larger procedural arguments made in the popular simulation game, Europa Universalis IV. This shows how the algorithmic implementations, both at a macro and micro level, advance arguments about colonialism, historical determinism and technological advancement, and how the predominant design philosophy of historical simulation games often reinforces simplistic or fallacious models of history.
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西方是如何获胜的:《欧罗巴普遍主义IV》中殖民主义的单元操作和紧急程序修辞
历史模拟游戏,如《文明》、《全面战争》和《欧陆》系列,正式或非正式地都是学习历史的有力方法。虽然现有的学术研究主要集中在与历史、教育学和程序修辞的联系上,但很少有人研究嵌入在界面中的子系统和更复杂模拟的算法组件,比如《欧陆》中的那些——这是评估这些游戏所呈现的复杂框架和算法论证所必需的分析。本文使用程序修辞和单位分析来分析流行模拟游戏《Europa Universalis IV》中构成更大程序论点的组成部分。这显示了算法的实现是如何在宏观和微观层面推进关于殖民主义、历史决定论和技术进步的论点的。历史模拟游戏的主流设计理念往往会强化简单或错误的历史模型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.10
自引率
25.00%
发文量
8
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