
历史游戏研究文献汇总
庞昊,毕业于中国社会科学院世界历史研究所,师从俞金尧教授,世界史博士,从事西方史学理论与史学史研究,目前工作于中山大学历史学系,关注历史游戏研究与人工智能时代的历史学议题。
| 小红书账号:西瓜好吃 |
“历史游戏”是指游戏内容包含历史元素,且这些元素或是能够影响玩家游戏体验,或是能够促使玩家思考过去的电子游戏。历史游戏研究,即以历史游戏为对象的相关研究。
历史游戏为什么如此有吸引力?历史游戏又是如何建构历史的?这一历史表现形式有什么特殊之处,尤其是相比历史专著和历史电影来说?历史游戏有可能成为探索历史问题的工具吗?2000年前后,为了回答这些问题,一些欧美研究者将目光投向历史游戏,开启了“历史游戏研究”领域。2013年,Adam Chapman提出了历史游戏研究宣言,宣称历史游戏是历史,历史游戏研究是一个独立的研究领域。2017年,历史游戏研究是一个独立研究领域已经是很多研究者的共识。经过近25年的发展,它已逐渐成熟,而且渐渐融入欧美主流史学研究,时至今日,已有近300份历史游戏研究成果,包括学术论文、学术专著、学术论文集。这份整理以英语世界的研究为主的,并收录了国内和法、德的有限成果,未能涵盖日语、韩语、葡萄牙语、西班牙语、意大利语的相关研究。
1. Keith Ferrell, Sid Meier's Civilization, Compute, Vol.14, No.1 (Jan.,1992), pp.86-87.
2. Roger-Tzu, Strategies for Sid Meier's Civilization: The 6000-year-old Man Gives Sage Advice, Computing Gaming World,No.93 (April,1992), p.88, p.90.
3. Alan Emrich, Getting Civilized:What's Happening to Sid Meier's Civilization?,Computing Gaming World, No.94 (May,1992), p.108, p.110.
1. J.Stallabrass, Just Gaming: Allegory and Economy in Computer Games, New Left Review, No.198, pp.83-106.
2. Pierre Corbell, Review on Civilization, Simulation &Gaming, Vol.24, No.3(September, 1993), pp.388-390.
1. Bill Bigelow, On the Road to Cultural Bias: A Critique of the Oregon Trail CD-ROM, Language Arts, Vol.74, No.2(Feb.,1997), pp.84-93.
2. Janet H.Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, Cambridge: The MIT Press, 1997.
3. Douglas Rushkoff, Children of Chaos: Surviving the End of the World as We Know It, London:Flamingo,1997.
1. Ted Friedman, Civilization and Its Discontents: Simulation,Subjectivity,and Space, Greg M.Smith,ed.,On a Silver Platter:CD-ROMs and the Promises of a New Technology,New York and London:New York University Press, 1999, pp.132-150.
1. Christopher Douglas, You Have Unleashed a Horde of Barbarians! : Fighting Indians, Playing Games, Forming Disciplines, Postmodern Culture, Vol.13, No.1 (September,2002), https://pmc.iath.virginia.edu/issue. 902/13.1douglas.html.
2. Kacper Poblocki, Becoming-State:The Bio-Cultural Imperialism of Sid Meier's Civilization, Focaal-European Journal of Anthropology, No.39 (2002), pp.163-177.
3. Matthew Kapell, Civilization and Its Discontents: American Monomythic Structure as Historical Simulacrum, Popular Culture Review, Vol.13, No.2(Jun.,2002), pp.129-135.
4. Kurt Squire, Cultural Framing of Computer/Video Games, Game Studies, Vol.2, No.1 (July,2002), https://www.gamestudies.org/0102/squire/.
5. Tom Lenoir and Henry Lowood, Theaters of War: The Military-Entertainment of Complex, Stanford University Library, 2002, https://web.stanford.edu/class/sts145/Library/LenoirLowood_TheatersOfWar.pdf.
1. Henry Jenkins and Kurt Squire, Understanding Civilization II: The Pros and Cons of Using Computer Games in the Classroom, Computer Games, (September,2003), p.92.
2. Kenneth Chen, Civilization and Its Disk Contents, Radical Society, Vol.30, No.2(2003), pp. 95-107.
3. Patrick Crogan, "Gametime: History, Narrative, and Temporality in Combat Flight Simulator 2", Mark J. P. Wolf and Bernard Perron, eds., The Video Game Theory Reader, London and New York: Routledge, 2003, pp.275-302.
4. Shawn Miklaucic, "God Games and Governmentality: Civilization I and Hypermediated Knowledge", Jack Z. Bratich, Jeremy Packer and Cameron McCarthy, Foucault, Cultural Studies, and Governmentality, New York: State University of New York Press, 2003, pp. 317-336.
5. Sybille Lammes, On the Border: Pleasures of Exploration and Colonial Mastery in Civilization Ⅲ Play the World, Proceedings of DiGRA 2003 Conference: Level Up, Utrecht: Utrecht University and Digital Games Research Association, 2003, pp.120-129.
6. Tom Taylor, Historical Simulations and the Future of the Historical Narrative, Journal of the Association for History and Computing, Vol.6, No. 2, September, 2003, https://quod.lib.umich.edu/j/jahc/3310410.0006.203?rgn=main;view=fulltext, 2003-9, 2021-2-22.
1. Kurt D. Squire, Replaying History: Learning World History through Playing Civilization II, Ph.D., Indiana University, 2004.
2. Dennis G. Charsky, Evaluation of the Effectiveness of Integrating Concepts Maps and Computer Games to Teach Historical Understanding, Doctoral Dissertation, University of Northern Colorado, 2004.
1. D.Machin and T. van Leeuwen, Computer Games as Political Discourse: The Case of Black Hawk Down, Journal of Language and Politics, Vol.4, No.1(2005), pp.119-141.
2. William Uricchio, "Simulation,History,and Computer Games", Joost Raessens and Jeffrey Goldstein eds, Handbook of Computer Game Studies, Massachusets: The MIT Press, 2005, pp.327-338.
1. David B. Nieborg, Mods,Nay!Tournaments, Yay!-The Appropriation of Contemporary Game Culture by the U.S.Millitary, The Fibreculture Journal, Vol.8(2006) , https://eight.fibreculturejournal.org/fcj-051-mods-nay-tournaments-yay-the-appropriation-of-contemporary-game-culture-by-the-u-S-military/.
2. Jerome De Groot, Empathy and Enfranchisement: Popular Histories, Rethinking History, Vol.10, No.3(2006), pp.391-413.
3. Joost Raessens, Reality Play: Documentary Computer Games Beyond Fact and Fiction, Popular Communication: The International Journal of Media and Culture, Vol.4, No.3(2006), pp.213-224.
4. Kurt Squire, From Content to Context: Videogames as Designed Experience, Educational Researcher, Vol.35, No.8, pp.19-29.
5. Niall Ferguson, How to Win a War, New York Magazine, Oct.12, 2006, https://nymag.com/news/features/22787/.
6. Thomas Apperley, Virtual Unaustralia: Videogames and Australia's Colonial History, The Cultural Studies Association of Australasia's Annual Conference, 2006, https://www.academia.edu/385987/Virtual_UnAustralia_Videogames_and_Australias_colonial_history.
1. Diane Carr, "The Trouble with Civilization", Barry Atkins and Tanya Krzywinska, eds., Videogame, Player, Text, Manchester and New York: Manchester Uiversity Press, 2007, pp.222-236.
2. Brian Rejact, Toward a Virtual Reenactment of History: Video Games and the Recreation of the Past, Rethinking History, Vol.11, No.3(September, 2007), pp.411-425.
3. Esther MacCallum-Stewart and Justin Parsler, Controversies: Historicising the Computer Game, Situated Play, Proceedings of DiGRA2007 Conference, pp.203-210.
4. Eva Kingsepp, Fighting Hyperreality with Hyperrealtiy: History and Death in World War II Digital Games, Games and Culture, Vol.2, No.4(October,2007), pp.366-375.
5. Kevin Schut, Strategic Simulations and Our Past: The Bias of Computer Games in the Presentation of History, Games and Culture, Vol.2, No.3 (July,2007), pp.213-235.
6. Trent Cruz, "It's Almost Too Intense:" Nostalgia and Authenticity in Call of Duty 2, The Journal of the Canadian Game Studies Association, Vol.1 No.1(2007), https://loading.journals.publicknowledgeproject.org/index.php/loading/article/view/7.
1. Beth A. Dillon, Signifying the West: Colonialist Design in Age of Empire II: The WarChiefs, Computer Game Culture, Vol.2, No.1(2008), pp.129-144.
2. Harry J. Brown, Videogames and Education, New York and London: M. E. Sharpe, 2008, pp.117-35.
3. J. Pixel Wills, Cowboys and Silicon Gold Mines: Video Games of the American West, Pacific Historical Review, 77.2.2008, pp.273-303.
4. Matthew Jason Weise, Bioshock: A Critical Historical Perspective, Eludamos, Journal for Computer Game Culture, Vol.2, No.1(2008), pp.151-155.
5. Matthew Thomson, Military Computer Games and the New American Militarism: What Computer Games Teach Us About War, University of Nottingham for the Degree of Doctor of Philosophy, 2008
6. Reichert Ramón, "Government-Games und Gouverntainment", Rolf F. Nohr and Serjoscha Wiemer, eds., Strategie Spielen: Medialität, Geschichte und Politik des Strategiespiels, LIT, 2008, pp.189-212.
7. James Campbell, "Just Less than Total War: Simulating World War I as Ludic Nostalgia", Z.Whalen and L. N. Taylor, Playing the Past: History and Nostalgia in Video Games, Nashville: Vanderbilt University Press, 2008, pp.183-200.
8. Tracy Fullerton, "Documentary Games: Putting the Player in the Path of History", Z.Whalen and L. N. Taylor, Playing the Past: History and Nostalgia in Video Games, Nashville: Vanderbilt University Press, 2008, pp.215-238.
1. Annette Vowinckel, Past Futures: From Re-Enactment to the Simulation of History in Computer Games, Historical Social Research/Historische Sozialforshung, 2009, Vol.34, No. 2(2009), pp.322-332.
2. Cindy Poremba, Frames and Simulated Documents:Indexicality in Do cumentary Videogames, The Journal of the Canadian Game Studies Association, Vol.3, No.4, https://loading.journals.publicknowledgeproject.org/index.php/loading/article/view/61.
3. Claudio Fogu, Digitalizing Historical Consciousness, History and Theory, Vol.48, No.2 (May,2009), pp.103-121.
4. Filipe M. Penicheiro, History Reloaded: Perspectives on Historical Based Games, Brazilian Symposium on Games and Digital Entertainment, pp.52-56.
5. Gerald A. Voorhees, I Play Therefore I Am: Sid Meier's Civilization, Turn-Based Strategy Games and the Cogito, Games and Culture, Vol.4, No.3(July,2009), pp.254-275.
6. Jerome de Groot, Consuming History: Historians and Heritage in Contemporary Popular Culture, London and New York: Routledge, 2009.
7. Kevin Kee et al., Toward a Theory of Good History Through Gaming, The Canadian Historical Review, Vol.90, No.2(2009), pp.303-326.
8. Kevin Kee and John Bachynski, Outbreak: Lessons Learned from Developing a 'Hist ory Game", Vol.3, No.4 (2009), https://loading.journals.publicknowledgep roject.org/loading/index.php/loading/article/view/64/58.
1. Cynthia Katherine Poremba, Real/Unreal: Crafting Actuality in the Documentary Videogame, Doctoral Humanities Program at Concordia University, 2010.
2. Gozda Dogramacilar, Play and History: Authenticity and Experience in Virtual Reconstructions and Video Games, Master of Science in Architecture of the University of Cincinnati, 2010.
3. Harrison Gish, Playing the Second World War: Call of Duty and the Telling of History, Eludamos, Journal for Computer Game Culture, Vol.4, No.2(2010), pp.167-180.
4. Jaimie Baron, Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War, Eludamos, Journal for Computer Game Culture, Vol.4, No.2(2010), pp.303-314.
5. Luke Brett Jacobs, An Analysis of Medal of Honor: Pacific Assault, Master of Arts in Screen and Media Studies, The University of Waikato, 2010.
6. Joel Penney, "No Better Way to 'Experience' World War II: Authenticity and Ideology in the Call of Duty and Medal of Honor Player Communities", Nina B. Huntemann and Matthew Thomas Payne, eds., Joystick Soldiers: The Politics of Play in Military Video Games, New York and London: Routledge, 2010, pp.191-205.
7. Rudolph Glitz, "Making World Historical: The Political Aesthetics of Sid Meier's Civilization Series", Ansgar Nünning, Vera Nünning and Birgit Neumann, eds., The Aesthetics and Politics of Cultural Worldmaking, Trier: WVT Wissenschaftlicher Verlag Trier, 2010, pp. 161-180.
8. Tanine Allison, The World WarⅡVideo Game: Adaption and Postmodern History, Literary Film Quarterly, Vol.38, No.3(July,2010), pp.183-193.
1. Jaakko Suominen, Game Reviews as Tools in the Construction of Game Historical Awareness in Finland, 1984-2010: Case MikroBitti Magazine, Proceedings of DiGRA 2011 Conference: Think Design Play, pp.1-17.
2. Kevin Kee, Computerized History Games: Narrative Options, Simulation & Gaming, Vol.42, No.4(2011), pp.423-440.
3. Geoffrey M. Rockwell and Kevin Kee, The Leisure of Serious Game: A Dialgue, Game Studies, Vol.11, No.2(May,2011), https://gamestudies.org/1102/articles/geoffrey_rockwell_kevin_kee.
4. Stephanie Fisher, Playing with the World War II: A Small-Scale Study of Learning in Video Games, The Journal of the Canadian Game Studies Association, Vol.5, No.8(2011), pp.71-89.
1. Adam Chapman, Privileging Form Over Content: Analysing Historical Videogames, Journal of Digital Humanities, Vol.1, No.2(Spring,2012), https://journalofdigitalhumanities.org/1-2/privileging-form-over-content-by-adam-chapman/.
2. Catia Ferreira, Memory and Heritage in Second Life: Recreating Lisbon in a Virtual World, Journal of Gaming & Virtual Worlds, Vol.4, No.1(Mar.,2012), pp.63-79.
3. Greg Gillespie and Darren Crouse, There and Back Again: Nostalgia, Art, and Ideology in Old-School Dungeons and Dragons, Games and Culture, Vol.7, No.6(2012), pp.441-470.
4. Jerremie Clyde, Howard Hopkins, Glenn Wilkinson, Beyond the "Historical" Simulation: Using Theories of History to Inform Scholarly Game Design, The Journal of the Canadian Game Studies Association, Vol.6, No.9 (January,2012), pp.3-16.
5. Rachel Wagner, First-Person Shooter Religion: Algorithmic Culture and Inter-Religious Encounter, Cross Currents, Vol.62, No.2(June, 2012), pp.181-203.
1. Adam Chapman, The Great Game of History: An Analytical Approach to and Analysis of the Videogame as a Historical Form, Doctor Thesis, University of Hull, 2013.
2. Adam Chapman, Is Sid Meier's Civilization History, Rethinking History, Vol.17, No.3, pp. 312-332.
3. Alan F. Meades, Infectious Pleasures: Ethnographic Perspectives on the Production and Use of Illicit Videogame Modifications on the Call of Duty Franchise, Journal of Gaming & Virtual World, Vol.5, No.1(Mar.,2013), pp.59-76.
4. Benjamin Wai-Ming NG, "The Adaptation of Chinese History into Japanese Popular Culture: A Study of Japanese Manga, Animated Series and Video Games Based on The Romance of the Three Kingdoms", Roman Rosenbaum, ed., Manga and the Representation of Japanese History, London and New York: Routledge, 2013, pp.234-250.
5. Laura Zucconi, Ethan Watrall, Hannah Ueno and Lisa Rosner, Pox and the City: Challenges in Writing a Digital History GameJack Dougherty and Kristen Nawrotzki, eds., Writing History in the Digital Age, Ann Arbor: University of Michigan Press, Digital culture books, 2013, pp.199-206.
6. Thomas Rabino, Jeux Vidéo et Histoire, Le Débat, No.177(Novembre-Décembre,2013), pp. 110-116.
7. Matthew Wilhelm Kapell and Andrew B. R. Elliott eds., Playing with the Past: Digital games and the Simulation of History, New York: Bloomsbury, 2013.


Part One: History as a Process
Rolfe Daus Peterson,Andrew Justin Miller, Sean Joseph Fedorko, The Same River Twice: Exploring Historical Representation and the Value of Simulation in the Total War, Civilization, and patrician Franchises, pp.33-48Daniel Reynolds, What is "Old"in Video Games?, pp.49-60.
Adam Chapman, Affording History: Civilization and the Ecological Approach, pp.61-74.
Part Two: History Written by the West
Emily Joy Bembeneck, Phantasm of Rome: Video Games and Cultural Identity, pp.77-90.
Rebecca Mir and Trevor Owens, Modeling Indigenous Peoples: Unpacking Ideology in Sid Meier's Colonization, pp.91-106.
Joshua D. Holdenried with Nicolas Trepanier, Dominance and the Aztec Empire: Representations in Age of Empires I and Medieval II: Total War, pp.107-120.
Hyuk-Chan Kwon, Historical Novel Rivived: The Heyday of Romance of the Three Kingdoms Role-Playing Games, pp.121-134.
Kazumi Hasegawa, Falling in Love with History: Japaneses Girls'Otome Sexuality and Queering Historical Imagination, pp.135-150.
Part Three: User-Generated History
Andrew J. Salvati and Jonathan M. Bullinger, Selective Authenticity and the Playable Past, pp.153-168.
Josef Kostlbauer, The Strange Attraction of Simulation: Realism, Authenticity, Virtuality, pp.169-184.
Tom Apperley, Modding the Historians'Code: Historical Verisimilitude and the Counterfactual Imagination, pp.185-198.
Gareth Crabtree, Modding as Digital Reenactment: A Case Study of the Battlefield Series, pp.199-212.
Part Four: The Politics of Representation
Douglas N. Dow, Historical Veneers: Anachronism, Simulation, and Art History in Assasin's Creed II, pp.215-232.
Andrew Wackerfuss, This Game of Sudden Death":Simulating Air Combat of the First World War,pp.233-246.
Clemens Reisner, The Reality Behind it All is Very True: Call of Duty: Black Ops and the Remembrance of the Cold War, pp.247-260.
Marcus Schulzke, Refighting the Cold War: Video Games and Speculative History, pp.261-276.
Part Five: Looking Back on the End of the World
William M. Knoblauch, Strategic Digital Defense: Video Games and Reagan's "Star Wars" Program, 1980-1987, pp.279-296.
Joseph A. November, Fallout and Yesterday's Impossible Tomorrow, pp.297-312.
Tom Cutterham, Irony and American Historical Consciousness in Fallout 3, pp.313-326.
Robert Mejia and Ryuta Komaki, The Historical Conception of Biohazard in Biohazard/Resident Evil, pp.327-342.
Erin Evans, The Struggle with Gnosis: Ancient Religion and Future Technology in the Xnoaga Series, pp.343-356.
Matthew Wilhelm Kapell and Andrew B. R. Elliott, Conclusion(s): Playing at True Myths, Engaging with Authentic Histories, pp.357-369.
1. A.Martin Wainwright, Teaching Historical Theory through Video Games, The History Teacher, Vol.47, No.4(August,2014), pp.579-612.
2. Daniel T. Kline, ed., Digital Gaming Re-imagines the Middle Ages, London and New York: Routledge, 2014.

Daniel T. Kline, Introduction: "All Your History Are Belong to Us": Digital Gaming Re-imagines the Middle Ages, pp.1-11.
Part I Prehistory of Medieval Gaming
William J. White, The Right to Dream of the Middle Ages: Simulating the Medieval in Tabletop RPGs, pp.15-27.
Part II Gaming Re-images Medieval Traditions
Candace Barrington and Timothy English, Best and Only Bulwark: How Epic Narrative Redeems Beowulf: The Game, pp.31-42.
Jason Pitruzzello, Systematizing Culture in Medievalism: Geography, Dynasty, Culture, and Imperialism in Crusader Kings: Deus Vult, pp.43-52.
Gregory Fedorenko, The Portrayal of Medieval Warfare in Medieval: Total War and Medieval2: Total War, pp.53-66.
Angela Tenga, Gabriel Knight: A Twentieth-Century Chivalric Romance Hero, pp.67-77.
Part III Case Study 1-World of Warcraft
Elysse T. Meredith, Coloring Tension: Medieval and Contemporary Concept in Classifying and Using Digital Objects in World of Warcraft, pp.81-92.
Kristin Noone and Jennifer Kavetsky, Sir Thomas Malory and the Death Knights of New Avalon: Imaging Medieval Identities in World of Warcraft, pp.93-106.
Jennifer C. Stone, Peter Kudenov and Teresa Combs, Accumulating Histories: A Social Practice Approach to Medievalism in High-Fantasy MMORPGs, pp.107-118.
Kim Wilkins, "Awesome Cleavage": The Genred Body in World of Warcraft, pp.119-129.
Part IV Case Study 2-Dante's Inferno
Bruno Lessard, The Game's Two Bodies, or the Fate of Figura in Dante's Inferno, pp.133-147.
Oliver Chadwick, Courtly Violence, Digital Play: Adapting Medieval Courtly Masculinities in Dante's Inferno, pp.148-161.
Timothy J. Welsh and Josh T. Sebastian, Shades of Dante:Virtual Bodies in Dante's Inferno, pp.162-174.
Angela Jane Weisl and Kevin J. Stevens, The Middle Ages in the Depths of Hell: Pedagogical Possibility and the Past in Dante's Inferno, pp.175-185.
Part V Theoretical and Representational Issues in Medieval Gaming
Thomas Rowland, We Will Travel by Map: Maps as Narrative Spaces in Video Games and Medieval Texts, pp.189-201.
Michelle Dipietro, Author, Text, and Medievalism in The Elder Scrolls, pp.202-213.
Nick Webber, Technophilia and Technophobia in Online Medieval Fantasy Games, pp.214-226.
Harry J. Brown, The Consolation of Paranoia: Conspiracy, Epistemology,and the Templars in Assassin's Creed, Deus Ex, and Dragon Age, pp.227-239.
Part VI Sociality and Social Media in Medieval Gaming
Serina Patterson, Casual Medieval Games, Interactivity, and Social Play in Social Network and Mobile Applications, pp.243-251.
3. Eva VRTAČIČ, The Grand Narrative of Video Games: Sid Meier's Civilization, TEORIJA IN PRAKSA, Vol.51, No.1(2014), pp.91-105.
4. Florian Kerschbaumer and Tobias Winnerling, eds., Frühe Neuzeit Im Videospiel, Bielefield: Transcript-Verl, 2014.
5. Stefan Donecker, Civilization Un Der Geist Des Jahres 1991, pp.269-288.
6. Harry Turtledove and Others, Europa Universalis IV: What If? The Anthology of Alternate History, Stockholm: Paradox Books, 2014.
7. Marco Antonio Rodriguez, From the Periphery to Center Stage: The Effects and Exploitation of the Other in Titus Andronicus and Assassin's Creed II, The Communication Review, Vol.17, No.3(2014), pp.245-255.
8. Mirt Komel, Orientalism in Assassin's Creed: Self-Orientalizing the Assassins from Forerunners of Modern Terrorism into Occidentalized Heroes, Tertija in Praksa, Vol.51, No. 1(2014), pp.71-90.
9. Pastplay: Teaching and Learning History with Technology.
10. Robert Houghton, It's What You Do with It That Counts: Factual Accuracy and Mech anical Accuracy in Crusader Kings II, The Public Medievalist,(30 September,2014), https://www.publicmedievalist.com/ckii-houghton/.
11. Tobias Winnerling, The Eternal Recurrence of All Bits: How Historicizing Video Game Series Transform Factual History into Affective Historicity, Eludamos: Journal for Computer Game Culture, Vol.8, No.1(2014), pp.151-170.
12. T. Winnerling and F. Kerschbaumer, Early Modernity and Video Games, Cambridge: Cambridge Scholars Publishing, 2014.

Florian Kerschbaumer and Tobias Winnerling, Introduction: The Devil is in the Details: Why Video Game Analysis is Such A Hard Work for Historians,and How We Nevertheless Try, pp.X-XX.
Section One: Methodology and Theory
Rolf Nohr, The Game is a Medium: The Game is a Message, pp.2-23.
Josef Köstlbauer, Do Computers Play History?, pp.24-37.
Adam Rowan Chapman, The History Beyond the Frame: Off-Screen Space in the Historical First-Person Shooter, pp.38-51.
René Schallegger, Homo Ex Machina?-Cyber-Renaissance and Transhumanism in Deus Ex: Human Revolution, pp.52-63.
Simon Maria Hassemer, Does History Play the Role of Storyline Historiographical Periodization as Theme in Video Game Series, pp.64-75.
Lutz Schröder, Research the Spinning Jenny, Gain+8%Wealth by Textile Industries: The Transformation of Historiacl Technologies into the Virtual World of Empire: Total War, pp.76-90.
Marc Bonner, Construction as a Condition to Win: Depiction and Function of Early Modern Architecture and Urban Landscapes in Strategy and Economic Simulation Games, pp.91-104.
Stefan Donecker, Pharaoh Mao Zedong and the Musketeers of Babylon: The Civilization Series between Primordialist Nationalism and Subversive Parody, pp.105-122.
Tim Raupach, Towards an Analysis of Strategies of Authenticity Production in World War II First-Person Shooter Games, pp.123-137.
1. Adrienne Shaw, The Tyranny of Realism:Historical Accuracy and Politics of Representation in Assassin's Creed I, The Journal of the Canadian Game Studies Association, Vol.9, No.14(2015), pp.4-24.
2. Bertrand Lucat, Ideological Narratives of Play in Tropico 4 and Crusader King II, Proceedings of DiGRA2015: Diversity of Play: Games-Cultures-Identities, pp.1-15.
3. Bertrand Lucat and Mads Haahr, "What Makes a Successful Emergent Narrative: The Case of Crusader Kings IIHenrik Schoenau-Fog", Luis Emilio Bruni, Sandy Louchart and Sarune Baceviciute, eds., Interactive Storytelling: 8th International Conference on Interactive Digital Storytelling, London: Springer, 2015, pp.259-267.
4. Daniel Ante-Contreras, Bioshock's Paranoid States: The Gamer within a History of White Male Victimization, Journal of Gaming & Virtual World, Vol.7, No.3(Sep.,2015), pp.225-241.
5. Dawn Spring, Gaming History: Computer and Video Games as Historical Scholarship, Rethinking History,Vol.19, No.2(2015), pp.207-221.
6. David S. Heineman, Public Memory and Gamer Identity: Retrogaming as Nostalgia, Journal of Games Criticism, Vol.1, No.1(January,2014), https://gamescriticism. org/wp-content/uploads/2023/07/heineman-1-1.pdf.
7. Derek Fewster, The Witcher 3: A Wild and Modern Hunt to Medievalise Eastern and Northern Europe, Gamevironments, Vol.2(2015), pp.159-180.
8. Jason Begy, Board Games and the Construction of Cultural Memory, Games and Culture, Vol.12, No.7-8(2015), pp.1-15.
9. Robin J. S. Sloan, Videogames as Remediated Memories: Commodified Nostalgia and Hypperality in Far Cry 3: Bood Dragon and Gone Home, Games and Culture, Vol.10, No.6(2015), pp.525-550.
10. Sofia Pereira Garcia and Fernando Gómez Gonzalvo, La reconstrucción del paso del tiempo en el videojuego Sid Meier's Civilization IV. Una perspectiva educativa, LifePlay: Revista académica internacional sobre videojuegos, No.4(2015), pp.13-27.
11. Adam Chapman and Jonas Linderoth, "Exploring the Limits of Play: A Case Study of Representations of Nazism in Games Torill Elvira Mortensen", Jonas Linderoth and Ashley ML Brown, eds., The Dark Side of Game Play: Controversial Issue in Playful Environments, New York and London: Routledge, 2015, pp.137-153.
12. Alan Meades, Boosting, "Glitching and Modding Call of Duty: Assertive Dark-Play Manifestations, Communities, Pleasures, and Organic Resilience", Jonas Linderoth and Ashley ML Brown, eds., The Dark Side of Game Play: Controversial Issue in Playful Environments, New York and London: Routledge, 2015, pp.242-260.
13. Vincenzo Idone Cassone and Mattia Thibault, The HGR Framework: A Semiotic Approach to the Representation of History in Digital Games, Gamevironments, Vol.6(2016), pp.156-204.
14. 史旻昱:《游戏对文化的重构与传承——以游戏<三国志>为个案》,《新闻大学》2015 年第2期,第32-38页。
1. A. Chapman, Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice, London: Routledge, 2016.
2. Christos Sintoris, Nikoleta Yiannoutsou and Nikolaos Avouris, The Fortress of Monemvasia as Play-ground for a Location Based Game, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-6.
3. D. Saber and N. Webber, That is Our Call of Duty: Hegemony, History and Resistant Video Games in the Middle East, Media Culture & Society, 39.1.2016, pp.1-17.
4. Dan Golding, Lineages: Historicising the Videogame, Proceedings of It International Joint Conference of DiGRA and FDG(2016), pp.1-2.
5. Daniel Livingstone, Sandy Louchart and Stuart Jeffrey, Archaeological Storytelling in Games, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-8.
6. Daniela De Angeli and Eamonn O'Neill, Tell-A-Dyrham-Tale, a Storytelling Board Game, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-2.
7. Derek Fewster and Ylva Grufstedt, Introduction: Gamevironments of the Past-A Broad Take on Games and History, Gameviroments, No.5(2016), pp.1-7.
8. Dom Ford, eXplore, eXpand, eXploit, eXterminate: Affective Writing of Postcolonial History and Education in Civilization V, Game Studies: The International Journal of Computer Game Research, Vol.16, No.2 (December,2016).
9. Edwige Lelievre, OFabulis and Versailles 1685: a Comparative Study of the Creation Process Behind Video Games on Historical Monuments, DiGRA/FDG Workshop on Playing with History: Games,Antiquity and History(2016), pp.1-11.
10. Elisabeta Toma and Cosima Rughinis, Playing with Herstory. Representing Femininity in Historical Video Games, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-4.
11. Erin McNeil, Ludic Spolia in Sid Meier's Civilization:Beyond Earth, Journal of Games Criticism, Vol.3, Bonus Issue A(July,2016), https://gamescriticism.org/wp-conten t/uploads/2023/07/mcneil-3-a.pdf.
12. Frank G. Bosman, The Poor Carpenter: Reinterpretating Christian Mythology in the Assassin's Creed Game Series, Gamevironments, Vol.4(2016), pp.61-88.
13. Jeremiah McCall, Teaching History with Digital Historical Games: An Introduction to the Field and Best Practices, Simulation & Gaming, Vol.47, No.4(August,2016), pp.517-542.
14. Jonathan Westin and Ragner Hedlund, Polychronia-Negotiating the Popular Representation of a Common Past in Assassin's Creed, Journal of Gaming & Virtual Worlds, Vol.8, No.1(Mar.,2016), pp.3-20.
15. Manuel Alejandro Cruz Martinez, Playing with History's Otherness.A Framework for Exploring Historical Games, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-4.
16. Nick Webber, Public History, Game Communities and Historical Knowledge, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016).
17. Razvan Rughinis and Stefania Matei, History, Biography and Empathy in Inkle's 80 Days, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016), pp.1-8.
18. Richard Eberhardt and Kyrie Eleison Caldwell, The Challenges of Using Commercial-Off-the-Shelf Narrative Games in History Classrooms, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016).
19. Robert Whitaker, Backward Compatible: Games as a Public History Audience, Perspec tives on History, Vol.54, No.1(January,2016), https://www.historians.org/perspectives-article/backward-compatible-gamers-as-a-public-history-audience-january-2016/.
20. Scott Alan Metzger and Richard J. Paxton, Gaming History: A Framework for What Video Games Teach About the Past, Theory & Research in Social Education, Vol.44, No.4(2016), pp.532-564.
21. Sian Beavers and Elizabeth Fitzgerald, Perceptions, Perspectives and Practices: A Study of the Players of Historical Games, Proceedings of 1st International Joint Conference of DiGRA and FDG (2016).
22. Souvik Mukherjee, The SEGA and Microsoft History of India: The British Raj in Videogames, DiGRA/FDG Workshop on Playing with History: Games, Antiquity and History(2016).
23. Souvik Mukherjee, Playing Subaltern: Video Games and Postcolonialism, Games and Culture, No.13(2016), pp.504-520.
24. Souvik Mukherjee, Video Games and Slavery, Transactions of the Digital Games Research Association, Vol.2, No.3(2016), pp.243-260.
1. Andrew B. R. Elliott, Simulations and Simulacra:History in Video Games, Práticas da História, No.5(2017), pp.11-41.
2. Angus A. A. Mol, Aris Politopoulos and Csilla E. Ariese-Vandemeulebroucke, From the Stone Age to the Information Age: History and Heritage in Sid Meier's Civilization VI, Advances in Archaeological Practice 5, No.2(May,2017), pp.214-219.
3. D. Saber and N. Webber, This is Our Call of Duty: Hegemony, History and Resistant Videogames in the Middle East, Media, Culture and Society, Vol.39, No.1(2017), pp.77-91.
4. F. Penate Dominguez, Heute Gehört uns die Galaxie' Music and Historical Credibility in Wolfenstein: The New Order's Nazi Dystopia, Game, Vol.6(2017), pp.71-89.
5. Juan Luis Gonzalo Iglesia, Simulating History in Contemporary Board Games: The Case of the Spanish Civil War, Catalan Journal of Communiaction & Cultural Studies, Vol.8, No.1 (Apr.,2016), pp.143-158.
6. Julian Wolterink, Authentic Historical Imagery: A Suggested Approach for Medieval Videogames, Gamevironments, Vol.6(2017), pp.1-33.
7. Greg Koebel, Simulating the Ages of Man: Periodization in Civilization V and Europa Universalis IV, The Journal of the Canadian Game Studies Association, Vol.10, No.17(2017), pp.60-76.
8. Nicolas de Zamaroczy, Are We What We Play? Global Politics in Historical Strategy Computer Games, International Studies Perspectives, Vol.18(2017), pp.155-174.
9. Soraya Murray, The Poetics of Form and the Politics of Identity in Assassin's Creed Ⅲ: Liberation, Kinephanos,Special Issue: Gender Issues in Video Games(July,2017), pp. 77-102.
10. Tom Van Nuenen, Touring the Animus: Assassin's Creed and Ludotopical Movement, The Journal of the Canadian Game Studies Association, Vol.10, No.17(2017), pp. 22-39.
11. Vinicius Marino Carvalho, Videogames as Tools for Social Science History, The Historian, Vol.79, No.4(Winter,2017), pp.794-819.
12. 高东旭:《网络游戏亟需重塑历史观》,《中国文艺评论》2017年第8期,第24-27页。
13. Adam Chapman, Anna Foka and Jonathan Westin, Introduction: What is Historical Game Studies? Rethinking History, Vol.21, No.3(2017),pp.358-371.
14. Emil Lundedal Hammar, Counter-Hegemonic Commemorative Play: Marginalized Pasts and the Politics of Memory in the Digital Game Assasin's Creed: Freedom Cry, Rethinking History, Vol.21, No.3(2017),pp.372-395.
15. Johannes Koski, Reflections of History: Representations of the Second World War in Valkyria Chronicles, Vol.21, No.3(2017), pp.396-414.
16. Tara Jane Copplestone, But That's Not Accurate: the Differing Perceptions of Accuracy in Cultural-Heritage Videogames between Creators, Consumers and Critics, Rethinking History, Vol.21, No.3(2017), pp.415-438.
1. 赵天鹭:《“游戏史学”初探》,《中国公共史学集刊》2018年第一集,第78-104 页。
2. Cat Fergusson Baugh, Haptic Insights: Model Making as Historical Methodology, Theatre and Performance Design, Vol.4, No.1-2(2018), pp.83-100.
3. Esther Wright, On the Promotional Context of Historical Video Games, Rethinking History, Vol.22, No.4(2018), pp.598-608.
4. J. McCall, Video Games as Participatory Public History, D. A. Dean, A Companion to Public History, New Jersey: Wiley-Blackwell, 2018, pp.405-416.
5. Juan Francisco Jiménez and Alcázary Gerardo F. Rodriguez, eds., Videojuegos e Historia: Entre El Ocio y La Cultura, Murcia: Universidad de Murcia, 2018.
6. Marina Hassapopoulou, Playing with History: Collective Memory, National Trauma, and Dark Tourism in Virtual Reality Docugames, New Review of Film and Television Studies, Vol.16, No.4(2018), pp.365-392.
7. Marina Krcmar, Rory McGloin and Shu Scott Li, What is My Call of Duty?: Exploring the Importance of Player Experience in a First-Person Shooter Video Game, Journal of Gaming & Virtual Worlds, Vol.10, No.2(Jun.,2018), pp.167-187.
8. Robert Houghton, World, Structure and Play: A Framework for Games as Historical Research Outputs, Tools, and Process, Práticas da História, No.7(2018), pp.11-43.
9. S. Harrer, Casual Empire: Video Games as Neocolonial Praxis, Open Library of Humanities, Vol.4, No.1(January,2018), pp.1-28.
10. Tom Apperley, Counterfactual Communities: Strategy Games, Paratexts and the Player's Experience of History, Open Library of Humanities, Vol.4, No.1(2018), https://olh.openlibhums.org/article/id/4472/.
1. A. M. Wainwright, Virtual History: How Videogames Portray the Past, New York: Routledge, 2019.
2. A. Politopoulos, A. A. A. Boom, K. H. J. & C. E. Ariese, History is Our Playground: Action and Authenticity in Assassin's Creed Odyssey, Advances in Archaeological Practice, Vol.7, No.3(2019), pp.317-323.
3. Holger Pötzsch and Vit Sisler, Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination, Games and Culture, Vol.14, No.1(2019), pp.3-25.
4. James Andrew John Piggott, The Impact of Censorship on the “Historical” Video-Game, Reinvention: An International Journal of Undergraduate Research, Vol.12, No.2(2019), https://reinventionjournal.org/index.php/reinvention/article/view/360.
5. Jeffrey Lawler and Seean Smith, Creating a Playable History: Digital Games, Historical Skills and Learning, IDEAH, Vol.2, No.1(2019&2020).
6. Kirk Lundblade, How the West(was)Won: Unit Operations and Emergent Procedural Rhetorics of Colonialism in Europa Universalis IV, Journal of Gaming & Virtual Worlds, Vol.11, No.3(Oct.,2019), pp.251-270.
7. Lisa Gilbert, Assassin's Creed Reminds Us that History is Human Experience: Students' Senses of Empathy while Paying a Narrative Video Game, Theory & Research in Social Education, Vol.47, No.1(2019), pp.119-128.
1. Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland and Pat Cullum, eds., Historia Ludens: the Playing Historian, London: Routledge, 2020.

Part 1: History of Gaming
Yannick Rochat, A Quantitative Study of Historical Video Games(1981-2015), pp.3-19.
Holly Nielsen, "The British Empire Would Gain New Strength from Nursery Floors": Depictions of Travel and Place in Nineteenth-Century British Board Games, pp.20-31.
Part 2: Gaming in History Education
Juan Hiriart, Designing and Using Digital Games as Historical Learning Context for Primary School Classrooms, pp.37-53.
Katherine J. Lewis, Grand Theft Longboat: Using Video Games and Medievalism to Teach Medieval History, pp.54-70.
Alex Moseley, The Great History Conundrum: Could Immersive Games Enhance an Undergraduate Skills' Course?, pp.71-88.
Pat Cullum, Play as a Technique for History in Higher Education, pp.89-99.
Part 3: Computer Games and Public History
Luke Holmes, The Heritage Game, pp.105-118.
Robert Whitaker, Respawning the Past, pp.119-127.
Part 4: Reflections on Gaming and History
Adam Chapman, Playing Against the Past?: Representing the Play Element of Historical Cultures in Video Games, pp.133-154.
Andrew J. Salvati, Fantasies of Control:Modding for Ethnic Violence and Nazi Fetishism in Historical Strategy Games, pp.155-169.
Andrew B. R. Elliott, Charlemagne at the Battle of Gettysburg: Video Games and the Middle Ages, pp.170-183.
Part 5: Fan Cultures of Historical Games
Nick Webber and E. Charlotte Stevens, History, Fandom, and Online Game Communities, pp.189-203.
Alexander von Lünen, Ye Olde FAQ: The Darklands Game, Immersiveness and Fan Fiction, pp.204-227.
Matt Barton and Arnold J. Hendrick, Arnold Hendrick on Darklands, pp.228-237.
Part 6: "Accuracy" in Computer Games
Lisa Traynor and Johathan Ferguson, Shooting for Accuracy: Historicity and Video Gaming, pp.243-254.
Chris Kempshall, Modern Warfare: Call of Duty, Battlefield, and the World Wars, pp.255-266.
Eugen Pfister, "Man Spielt Nicht Mit Hakenkreuzen!": Imaginations of the Holocaust and Crimes Against Humantiy During World War II in Digital Games, pp.267-281.
2. Bryan Banker, Black Egyptians and White Greeks?: Historical Speculation and Rececraft in the Video Game Assassin's Creed: Origins, Humanities, Vol.9, No.4, https://www.mdpi.com/2076-0787/9/4/145.
3. Christian Rollinger, ed., Classical Antiquity in Video Games: Playing with the Ancient World, London: Bloomsbury Academic, 2020.
4.Clément Dussarps, Le Jeu Vidéo Médiateur de Savoirs En Histoire: L'exemple de Cru sader King 2 et Europa Universalis 4, Sciences Du Jeu, No.13(14 July,2020), https: //journals.openedition.org/sdj/2696.
5. Eugen Pfister, Martin Tschiggerl, "The Führer’s Facial Hair and Name can Also be Reinstated in the Virtual World": Taboos,Authenticity and the Second World War in Digital Game, Game, Vol.9(2020), pp.51-71.
6. Fede Penate Domínguez, Spanish Colonial Architecture as Selective Authenticity in Historical Digital Games, Culture & History, Vol.9, No.1(June,2020), https://cultureandhistory.revistas.csic.es/index.php/cultureandhistory/article/view/180/588.
7. Jaakko Suominen, Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s, Proceedings of DiGRA 2020(2020), pp.1-14.
8. Jeremiah McCall, The Historical Problem Space Framework: Games as a Historical Medium, Game Studies: The International Journal of Computer Game Research,Vol.20,No.3(September,2020), https://gamestudies.org/2003/articles/mccall.
9. Kirk Lundblade, Civilizing Civilization(and beyond), FDG'20: Proceedings of the 15th International Conference on the Foundations of Digital Games, Bugibba, 2020, pp.1-9.
10. Martin Lorber and Felix Zimmermann, eds., History in Games - Contingencies of an Authentic Past, Bielefeld: Transcript, 2020.

Felix Zimmermann, Introduction: Approaching the Authenticites of Late Modernity, pp.9-21.
History as Told by the Game
Angela Schwarz, Quarry-Playground-Brand, Popular History in Video Games, pp.25-46.
Eugen Pfister, Why History in Digital Games Matters-Historical Authenticity as a Language for Ideological Myths, pp.47-72.
Nico Nolden, Social Practices of History in Digital Possibility Spaces: Historicity, Mediality, Performativity, Authenticity, pp.73-92.
Rüdiger Brandis, Tracing the Past with Digital Games: Historical Procedural Rhetorics, pp.93-115.
Authenticity in and of History
Angela Schwarz, History in Video Games and the Craze for the Authentic, pp.117-136.
Andrew B. R., Eliott & Mike Horswell, Crusading Icons: Medievalism and Authenticity in Historical Digital Games, pp.137-156.
Andra Ivanescu, The Auteur and the 80s Mixtape: Popular Music and Authenticity in Metal Gear Solid V: The Phantom Pain, pp.157-178.
Lara Keilbart, Queer Authenticity in the History of Games: Experiences of Knowing, Performing and Portraying Queerness in Games throughout the Last Four Decades, pp.179-197.
The Politics of Authenticity
Aurelia Brandenburg, "If It's a Fantasy World,Why Bother Trying to Make It Realistic?" Constructing and Debating the Middle Ages of The Witcher 3: Wild Hunt, pp.201-220.
Tobias Winnerling, How to Get Away with Colonialism: Two Decades of Discussing the Anno Series, pp.221-236.
Angus A. A., Mol, Toying with History: Counterplay, Counterfactuals, and the Control of the Past, pp.237-258.
Jörg Friedrich, You Do Have Responsibility! How Games Trivialize Fascism, Why This Should Concern Us and How We could Change It, pp.259-273.
11. Samuel McCready, Re-Thinking History Teaching: Historical Making and Learning in Digital Culture, Proceedings of DiGRA 2020(2020).
12. Regina Seiwald, Play Ameica Great Again: Manifestations of Americanness in Cold War Themed Video Games, Gamevironments, Vol.13(2020), pp.223-256.
13. Ruth Garcia Martín, Begona Cadinanos Martinez and Pablo Martín Dominguez, The Face of Authority through Sid Meier's Civilization Series, Gamevironments, Vol.13(2020), pp.139-173.
14. 王昊:《历史、现在与未来:数字游戏档案的社会记忆功能——以Sid Meier's Civilization 为例》,《兰台世界》2020年第4期,第24-29页。
15. A. Denning, Deep Play? Video Games and the Historical Imaginary, AHR, Vol.126, No.1 (March,2021), pp.180-198.
1. A. Hartman, R. Tulloch and H. Young, Video Games as Public History: Archives, Empathy and Affinity, Game Studies, Vol.21, No.4(December,2021), https://gamestudies.org/2104/articles/hartman_tulloch_young.
2. A. Spanos, Games of History: Games and Games as Historical Sources, London: Routledge, 2021.
3. Alexander Simons, Isabell Wohlgenannt, Markus Weinmann and Stefan Fleischer, Good Gamers, Good Managers? A Proof-of-Concept Study with Sid-Meier's Civilization, Review of Managerial Science, Vol.15(2021), pp.957-990.
4. Alyssa Goldstein Sepinwall, Slave Revolt on Screen: The Haitian Revolution in Film and Video Games, University Press of Mississippi, 2021.
5. Andrew P. Young, The Limits of Memory in Disavowed: Interference, Military Execution, and the Dishonored Dead, Games and Culture, Vol.16, No.7(2021), pp.932-946.
6. Angus Mol and Aris Politopoulos, Persia's Victory, Near Eastern Archaeology, Vol.84, No. 1(March,2021), pp.44-51.
7. Aris Politopoulos and Angus Mol, Video Games as Concepts and Experiences of the Past, Erik Malcolm Champion, ed., Virtual Heritage: A Guide, Ubiquity Press, 2021.
8. Christian Casey, Assassin's Creed Origins, Near Eastern Archaeology, Vol.84, No.1 (March,2021), pp.71-78.
9. C. P. Magra, Review of Assassin's Creed IV: Black Flag, AHR, 126.1.2021。
10. Eve Stirling, Actual History Doesn't Take Place: Digital Gaming, Accracy and Authenticity, Game Studies, Vol.21, No.1.
11. Felipe Augusto Ribeiro, Uma Teoria Digital Do Feudalismo: Dinastia, Poder, Vassalagem e Estado no Game Crusader Kings(2012-2020), Medievalia, Vol.53, No.1(19 May,2021), pp.191-219.
12. J. Bazile, Review of Assassin's Creed: Freedom Cry, The American Historical Review, Vol.126, Issue1, 2021, pp.217-219.
13. Jakub Sindelar, "Video-Gamers as Recipients and Creators of Public History: Let’s Play Videos as Public History", Joanna Wojdon and Dorota Wisniewska, eds., Public in Public History, New York and London: Routledge, 2022, pp.180-198.
14. John Herman, A Review of Assassin's Creed: Valhalla's Sensationalized History, Gamevironments, Vol.14(2021), pp.257-262.
15. John Majewski, What Do Players Learn from Video Games? Historical Analysis and Sid Meier's Civilization, The Public Historian, Vol.43, No.1(2021), pp.62-81.
16. Robert Houghton,If You're Going to be the King,You'd Better Damn Well Act Like the King, Karl Alvestad and Robert Houghton, The Middle Ages in Modern Culture: History and Authenticity in Contemporary Medievalism, I. B. Tauris, 2021, pp.186-210.
17. K. Lundblade, Crowning Achievements: A Historioludic Analysis of the Achievement Metagame in Historical Simulation Games, Proceedings of the 16ᵗ International Conference on the Foundations of Digital Games, 2021.
18. L. NA, Playing the Past: Historical Video Games as Participatory Public History in China, Convergence, Vol.27, Issue3, 2021, pp.746-767.
19. M. D. Hattem, Review of Assassin's Creed III, The American Historical Review, Vol.126, Issue1, 2021, pp.214-216.
20. M. Steenbakker, A Power Shrouded in Petticoats and Lace: The Representation of Gender Roles in Assassin's Creed Ⅲ: Liberation, New Horizons in English Studies, Vol.6, No.1(2021), pp.92-110.
21. Matthew Winter, Beyond Tomb and Relic, Near Eastern Archaeology, Vol.84, No.1 (March,2021), pp.12-21.
22. Megan Ward, Ghosts, Spooks, and Martyrs: Historical Hauntings in Tom Clancy's Ghost Recon Wildlands, Gamevironments, Vol.14 (2021), pp.85-118.
23. Na Li, Playing the Past: Historical Video Games as Participatory Public History in China, Convergence: The International Journal of Research into New Media Technologies, Vol.27, No.3(2021), pp.746-767.
24. Perrine Poiron, Assassin's Creed Origins Discovery Tour, Near Eastern Archaeology, Vol.84, No.1(March,2021), pp.79-85.
25. R. Clare, Ancient Greece and Rome in Videogames: Representation, Play, Transmedia, London: Bloomsbury Academic, 2021.
26. R. Fordyce, Play, History and Politics: Conceiving Futures beyond Empire, Games and Culture, Vol.16, No.3(2021), pp.294-304.
27. R. Loban, Europa Universalis IV and Deep Learning Historical Accuracy, Counterfactual Themes, The Journal of Canadian Game Studies Association, Vol.14, No.24(2021), pp.26-47.
28. Rhett Loban, Europa Universalis IV and Deep Learning: Historical Accuracy, Counterfactuals and Historical Themes, The Journal of the Canadian Game Studies Association, Vol.14, No.24(2021), pp.26-47.
29. Robert Houghton, ed., Playing the Crusades, London: Routledge,2021.

Robert Houghton, Introduction:Crusaders and Crusaing in Modern Games, pp.1-11.
Roland Wenkus, A Sacred Task, No Cross Required: the Image of Crusading in Computer Gaming-Related Non-Christian Science Fiction Universes, pp.12-29.
Katherine J. Lewis, I’m not Responsible for the Man You are!: Crusading and Masculinities in Dante's Inferno, pp.30-52.
Oana-Alexandra Chirila, Show This Fool Knight What It is to Have No Fear: Freedom and Oppression in Assasin's Creeed (2007), pp.53-70.
Robert Houghton, Crusader Kings Too? (Mis) Representations of the Crusaders in Grand Strategy Games, pp.71-92.
Andreas Korber, Johannes Meyer-Hamme, and Robert Houghton, Learning to Think Historically: Some Theoretical Challenges when Playing the Crusaders, pp.93-110.
30. Robert Houghton, History Games for Boys? Gender, Genre and the Self-Perceived Impact of Historical Games on Undergraduate Historians, Gamevironments, Vol.14(2021), pp.1-49.
31. Samuel Calvin Paul McCready, Playing and Making History: How Game Design and Gameplay Afford Opportunities for a Critical Engagement with the Past, Graduate Program in Communication and Culture, York University, 2021.
32. Souvik Mukherjee, Crab-Rangoons in Kyrat: (Re)Writing South-Asian History in Far Cry 4, Games and Culture, Vol.16, No.8(2021), pp.1065-1086.
33. Tine Rassalle, Archaeogaming, Near Eastern Archaeology, Vol.84, No.1(March,2021), pp.4-11.
34. Video Games Reviews: Introductions, The American Historical Review, Vol.126, Issue1, 2021, p.214.
35. Ylva Grufstedt, Counterfactual History and Game Design Practice in Digital Strategy Games, Ennen Ja Nyt: Historian Tietosanomat, No.2(2021), pp.86-91.
1. Andrés Bijsterveld Munoz, National Identity in Historical Video Games: An Analysis of How Civilization V Represents the Past, Nations and Nationalism, Vol.28, No.4(Oct.,2022), pp.1311-1325.
2. C. HOgsbjerg, Review of Alyssa Goldstein Sepinwall, Slave Revolt on Screen: the Haitian Revolution in Film and Video Games, The American Historical Review, Vol.127, Issue.3, 2022, pp.1503-1504.
3. Claire Stocks and Barbara Birley, Gaming and Hadrian's Wall: A Future of Digital Possibilities, Marta Albeti and Katie Mountain, eds., Hadrian's Wall: Exploring Its Past to Protect Its Future, Oxford: Archaeopress, 2022, pp.92-99.
4. Olaf Kühne, Representations of Landscape in the Strategy Game Civilization Dennis Edler, Olaf Kühne and Corinna Jenal, eds., The Social Construction of Landscapes in Europe Games, Wiesbaden: Springer VS, 2022, pp.261-272.
5. Dmitriy A.Belyaev & Ulyana P. Belyaeva, Historical Video Games in the Context of Public History: Strategies for Reconstruction, Deconstruction and Politization of History, Galactica Media: Journal of Media Studies, Vol.1(2022), pp.51-70.
6. Estrid Sorensen and Jan Schank, Categorizations of World War II in Videogames, Eludamos, Journal for Computer Game Culture, Vol.13, No.1(2022), pp.81-110.
7. F. Jankowski, Playing(Against) the Heritage: Absolutism and the French Revolution in French Digital Games before 2000, Games and Culture, Vol.17, No.6(2022), pp.843-854.
8. Ian Williams and Samuel Tobin, The Practice of Oldhammer: Re-Membering a Past Through Craft and Play, Games and Culture, Vol.17, No.4(2022), pp.576-592.
9. Jacob Mertens, Broken Games and the Perpetual Update Culture: Revising Failure with Ubisoft's Assassin's Creed Unity, Games and Culture, Vol.17, No.1(2022), pp.70-88.
10. Jacqueline Burgess and Christian Jones, Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games, Games and Culture, Vol.17, No.5(2022), pp.816-835.
11. James Coltrain, Historians and Video Games: How the Profession Can Better Engage in Play, The Journal of American History, Jeremiah McCall, Gaming the Past: Using Video Games to Teach Secondary History, New York: Routledge, 2022.
12. Joanna Kaniewska, The Moon, the Play and the End of History: A Study of Lunar Temporality in Cyberpunk 2077, Journal of Gaming & Virtual Worlds, Vol.14, Issue Cyberpunk 2077(Apr.,2022), pp.7-25.
13. Jorn Weines, Exploring Fishery History in Game Form: "Never Again April 18!", Rethinking History, Vol.26, No.1(2022), pp.1-31.
14. Lawrence May, Virtual Heterotopias and the Contested Histories of Kowloon Walled City, Games and Culture, Vol.17, No.6(2022), pp.885-900.
15. Nico Nolden and Eugen Pfister, Gaming and Digital Public History, Serge Noiret, Mark Tebeau and Gerben Zaagsma, eds., Handbook of Digital Public History, Berlin: De Gruyter, 2022, pp.309-316.
16. Jere Kyyrö, "Particulariying the Universal: Medievalist Constructions of Cultural and Religious Difference in Crusader Kings II", Reima Välimäki, ed., Medievalism in Finland and Russia: Twentieth and Twenty-First Century Aspects, London: Bloomsbury Academic, 2022, pp.137-151.
17. David Dean, "Living History: Performing the Past", Serge Noiret, Mark Tebeau and Gerben Zaagsma, eds., Handbook of Digital Public History, Berlin/Boston: Walter de Gruyter, 2022, pp.349-358.
18. Yannick Rochat, "History and Video Games, Serge Noiret", Mark Tebeau and Gerben Zaagsma, eds., Handbook of Digital Public History, Berlin/Boston: Walter de Gruyter, 2022, pp.475-484.
19. Siyu Yao and Yumin Chen, Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings, Games and Culture, Vol.17, No.7-8(2022), pp.977-996.
20. Souvik Mukherjee, Pathfinding Affect: Reading Maps, Bodies and the Affective in Colonial Videogames, Parallax, Vol.28, No.2(2022), pp.166-178.
21. Yannick Rochat, "History and Games", Serge Noiret, Mark Tebeau and Gerben Zaagsma, eds., Handbook of Digital Public History, Berlin: De Gruyter, 2022, pp.475-484.
22. Ylvq Grufstedt, Shaping the Past: Counterfactual History and Game Design Practice in Digital Strategy Games, Berlin: De Gruyter, 2022.
23. Games with History(特刊), Heritage,and Provocation, Games and Culture, Vol.17, Issue 6, 2022.
24. Adam F. Bierstedt, Livestreaming History: The Streamer-Historian and Historical Games Outreach, Games and Culture, Vol.17, No.6(September,2022), pp.871-884.
25. Filip Jankowski, Playing(Against) the Heritage: Absolutism and the French Revolution in French Digital Revolution in French Digital Games Before 2000, Games and Culture, Vol.17, No.6(September,2022), pp.846-854.
26. Julien A. Bazile, An “Alternative to the Pen”? Perspectives for the Design of Historiographical Videogames, Games and Culture, Vol.17, No.6(September,2022), pp. 855-870.
27. Lawrence May, Virtual Heterotopias and the Contested Histories of Kowloon Walled City, Games and Culture, Vol.17, No.6(September,2022), pp.885-900.
28. M. Mochocki, Editorial: Games with History, Heritage, and Provocation, Games and Culture, Vol.17, No.6(September,2022), pp.839-842.
29. Rhett Loban, I Never Asked for It, But I Got It and Now I Feel that My Knowled ge about History is Even Greater!: Play, Encounter and Research in Europa Universalis IV, Journal of Games Criticism, Vol.5, No.1(2022), https://gamescriticism.org/wp -content/uploads/2023/07/loban-5-3.pdf.
30. Richard Cole, Mashing Up History and Heritage in Assasin's Creed Odyssey, Games and Culture, Vol.17, No.6(September,2022), pp.915-928.
31. Vít Šisler, Holger Pötzsch, Tereza Hannemann, Jaroslav Cuhra and Jaroslav Pinkas, History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen, Games and Culture, Vol.17, No.6(September,2022), pp. 901-914.
1. Andrei Zanescu, Making Antiquity Resonate in Assassin's Creed: Origins,Odyssey & Articulated Resonance, Proceedings of DiGRA2023(2023).
2. Brian T. Erickson, Playing with the Past: The Importance of Historical Video Games for the Field of History, Master of Arts in History, University of Houston, 2023.
3. Iain Donald, Nick Webber and Esther Wright, Video Games, Historical Representation and Soft Power, Journal of Gaming & Virtual Worlds, Vol.15, Issue China and the World: Navigating Video Game Localization and Copyright Challenges(Jun.,2023), pp.105-127.
4. Katrina HB Keefer, Becoming Bayek: Blackness, Egypt, and Identity in Assassin's Creed: Origins, Games and Culture, Vol.18, No.7(Nov.,2023), pp.940-958.
5. Krista Bonello Rutter Giappone, Stefano Caselli, Local Practices in Digital Gaming Heritage: An Interview with Maurizio Banavage and Andrea Dresseno, Journal of Games Criticism, Vol.5, No.1(April,2023), https://gamescriticism.org/wp-content/uploads/ 2023/07/giappone-caselli-5-1.pdf.
6. Nick Webber, The Past as (Para)text-Relating Histories of Game Experience to Games as Texts, Proceedings of DiGRA 2023(2023).
7. Robert Houghton, ed., Playing the Middle Ages: Pitfalls and Potential in Modern Games, London and New York and Oxford and New Delhi and Sydney: Bloomsbury Academy, 2023.

Robert Houghton, The Middle Ages in Modern Games: An Adolescent Field, pp.1-28.
Ylva Grufstedt, Unbending Medievalisms-Finding Counterfactual History in Sandbox Games Set in the Middle Ages, pp.29-50.
Mariana Lopez, Playing the Sonic Past: Reflections on Sound in Medieval-Themed Video Games, pp.51-74.
Karen M. Cook, Medieval Sounds, Sounding Medieval, pp.75-88.
Gordon Smith, All on Board for the Crusades, pp.89-102.
Liam McLeod, Subverting the Valiant Crusader:The Sarafan in the Legacy of Kain:Soul Reaver Series, pp.103-130.
Adam Bierstedt, Making Friendships, Breaking Friendships: Exploring Viking-Age Social Roles through Player Strategy in A Feast for Odin, pp.130-148.
Robert Houghton, Abandoning Civilization: Medieval Rulership in Crusader Kings I, Reigns and Mount & Blade: Warband, pp.149-166.
Jonathan Bloch, Joan of Arc, the Meme of Orleans: The Playful Liberties Taken with History by the Age of Empires I Gaming Community, pp.167-182.
Neil Nagwekar, On the Postcolonial Analysis of "Indians" in Age of Empires II: A Theory of “Ethical Programs” Behind Postcolonial Criticisms of Video Games, pp.183-194.
Johansen Quijano, Virtually(de) Colonized: Racial Identity and Colonialism in the Middle Ages and as Depicted in Kingdom Come: Deliverance, A Plague Tale: Innocence, The Elder Scrolls, and Black Desert Online, pp.195-210.
Eldegard Minderbo, Representations of Medieval Gender Archetypes in Fantasy Role-Playing Games, pp.211-226.
Patrick Butler, Ashen, Hollow, Cursed: Fragile Knighthood in the Dark Souls Series and Its Medieval Antecedents, pp.227-244.
Blair Apgar, Matilda of Canossa and Crusader Kings II: (Papal) Warrior Princess, pp.245-264.
8. Stefano Caselli, Krista Bonello Rutter Giappone, Tomasz Z.Majkowski, Ten Years of Historical Game Studies, Game, Vol.10(2023), pp.29-50.
9. Tara Sewell-Lasater, Eternally Maglined as the Power-Hungry Femme Fatale: Kleopatra VII in Assasin's Creed Origins and Other Video Games, Abraham I, Fernández Pichel, ed., How Pharaohs Became Media Stars: Ancient Egypt and Popular Culture, Oxford: Archaeopress Publishing, 2023, pp.185-204.
1. 卢雅怀:《历史游戏研究: 作为数字史学发展新方向》,《数字人文研究》2024年第2期,第3-26页。
2. Benjamin Hanussek, Ubisoft's Notre-Dame: Digital Gaming for Material Heritage's Sake, The Journal of the Canadian Game Studies Association, Vol.16, No.26(Spring, 2024), pp.1-15.
3. D. Reid, Game Development as Public History: Practical Reflections on Making a Video Game for Historical Public Engagement, The Public Historian, Vol.46, No.1(2024), pp.74-107.
4. Conor Heffernan, It's in the Game: FIFA Videogames and the Misuse of History, Sport in History, Vol.44, No.4(2024), pp.590-611.
5. Dragos M. Obreja, She was Using Bayek for Sex: Hegemonic Feminity and the Identity Play in Assasin's Creed Origins, Feminist Media Studies, Latest Articles(2024), pp.1-15.
6. Kirk M Lundblade, Gods, Kings, and Historians: History and the Dual Diegesis of Crusader Kings in the Assemblage of Play, Proceedings of DiGRA2024(2024).
7. Hanjun Shi, Game as History: How Does Pentiment Recreate a Vivid Sixteenth-Century Central European Everyday Life?, Proceedings of DiGRA2024(2024).
8. Michal Dawid Zmuda, Historizing Remediation: How Games Represent History through Media, Rethinking History, Vol.28, No.1(2024), pp.130-153.
9. Nicholas David Bowman, Alexander Vandewalle, Rowan Daneels, Yoon Lee, and Siyang Chen, Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games, Games and Culture, Vol.19, No.3(2024), pp.286-308.
10. Robert Houghton, The Middle Ages in Computer Games: Ludic Approaches to the Medieval and Medievalism, Cambridge: D. S. Brewer, 2024.
11. Ömer Kemal Buhari, Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism, Games and Culture, Vol.19, No.2(2024), pp.139-157.
12. Pieter J. B. J. Van den Heede, Replaying Wartime Résistence? Studying Ludic Memory-Making in the Open World Game The Saboteur, Games and Culture, Vol.19, No.2 (2024), pp.178-198.
1. Bard Swallow, High Fantasy RPGs and the Materiality of the Medieval Book, Games and Culture, Vol.20, No.5(2025), pp.657-668.
2. Cahit Mete Oguz, The Byzantine Army in Video Games: Common Misconceptions Shaping Popular Perceptions, Gamevironments, Vol.23(2025), pp.1-36.
3. Christopher McMahon, Nerfing My Religion: A Cognitive Mapping of Faiths in Crusader Kings II and Europa Universalis IV, Gamevironments, Vol.22(2025), pp.22-57.
4. Li Na, The Specter of the Virtual: Historical Video Games as Complex Public History, Digital Scholarship in the Humanities (2025).
5. Mauro Mola, Playing World War II: Designing a Simulation Game on the Resistance in Turin in Collaboration with the Historical Archive, Proceedings of DiGRA 2025.
6. Robon Scarassati Bello, The Problem of Memory in the Assassin's Creed Series(2007-2020), Games and Culture, Vol.20, No.3(2025), pp.298-315.
7. Stefania Matei, The Technological Mediation of Collective Memory Through Historical Video Games, Games and Culture, Vol.20, No.4(2025), pp.477-498.
8. 梁亦昆:《游戏如何讲述历史?数字游戏中的历史演进与现实映射》,《学习与实践》2025年第3期,第131-139页。
9. 梁亦昆:《数字游戏的历史观问题需引起关注》,《历史评论》2025年第3期,第109-110页。
10. 欧阳敏:《历史模拟类电子游戏如何构建玩家的文化记忆》,《数字出版研究》2025 年第4期,第110-120页。
11. 庞昊:《历史游戏<文明7>与三阶段的人类文明史分期》,《数字人文研究》2025年第2期,第16-30页。
12. 许伟旭:《跨媒介·游戏化·历史寓言:<唐探1990>的新主流电影工业美学实践》, 《视听》2025年第19期,第64-68页。
13. 郑汉、石浩铮、肖谦、刘家豪:《从历史再现到数字共鸣:文化遗产元素在游戏中的传播机制研究》,《全球传媒学刊》2025年第5期,第54~71页。
1. Lina Eklund and Andrei Zanescu, Times They Are A-Changin'? Evolving Representations of Women in Assassin's Creed Franchise, Games and Culture, Vol.21, No.2(2026), pp.192-212.
2. Jessica Iolanda Costa Bispo, A Contemporary Take on Victorian Lunacy: Representati ons of the Asylum in the Neo-Victorian Video Game Alice: Madness Returns, Journal of Games Criticism, Vol.6, No.1(2026), https://gamescriticism.org/wp-content/upload s/2025/11/bispo-6-1.pdf.
3. 曹文婧:《以图为媒:UGC游戏地图对重大历史事件的记忆建构》,《传媒论坛》2026年第2期,第25-27页。
