Historical knowledge in History Games: concepts, proceduralities and learning
Keywords:
Simulation Games, History, Learning.Abstract
The article analyses aspects related to historical concepts, and the production of meaning through “mechanics” contained in the electronic game Sid Meier’s Civilization VI: Rise and Fall. I am basing this discussion on the list of historical concepts related to situations of war, considering their articulation in meaning production by rules or procedures (“proceduralities”), considering discussions about the “history of concepts” and historical learning. From this, it will be possible to understand how the idea of war in the game is linked to a conception of historical progress marked by an ideology produced by the nineteenth-century European bourgeoisie, and today deeply criticized by the latest developments in the theory of history.
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ISSN-e: 2530-1012




