Bibliography: "Privileging Form Over Content: Analyzing Historical Videogames" (2012) by Adam Chapman
Chapman, Adam. "Privileging Form Over Content: Analyzing Historical Videogames." Journal of Digital Humanities1, no. 2 (June 2012): 42-46.
In this article, Chapman argues that it is important to adopt an approach that privileges understanding the video game form (and the varying structures this entails) and its integral role in the production and reception of historical meaning, rather than solely, or even primarily, on the content of specific products as historical narratives. He argues against the usage of historical accuracy as the sole approach to comprehending and analyzing historical video games because it does not further the discourse, and proposes to consider the form instead. Firstly, there is the question of whose truth is portrayed in the video game narrative, which already proposes a lens through which the audience must see, placing a limitation on the veracity of the narrative. Secondly, unlike the majority of historical forms (such as film), video games have an additional layer of meaning negotiation because they are actively configured by their audiences, in the sense that during gameplay, there is the act of “reading” (i.e. interpreting and negotiating historical signifiers and narrative), while also “doing” (i.e. playing, engaging). This, he points out, as the aesthetics of historical description functions at a ludic level, thus producing a form of “procedural rhetoric” through which the game’s design and structure can influence virtually all of the other signifiers through which the game produces meaning.
It should be noted as well that the meaning-making power of the historical video game is not limited only within the game itself, for in the process of recognition of the aesthetics of historical description, there is movement of knowledge between game and other forms, thus situating video games within the transmedia meta-discourse in creating collaborative opportunities for establishing historical understanding.
There are two main reason for including this in my research. Firstly, Adam Chapman is a recognizable and influential scholar of historical game studies, which allows me to have good grasp of the recent discourses. And secondly, as Chapman notes, this study provides transferrable knowledge that can be used to analyze other games that operate similarly with an understanding of what opportunities for historical meaning-making they are likely to offer.
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