Historical Games in Research and Teaching, Part 3: Speed-Networking with Games in the Classroom

AHA Session 149
Friday, January 9, 2026: 3:30 PM-5:00 PM
Continental A (Hilton Chicago, Lobby Level)
Chairs:
Emily Graham, Oklahoma State University
Jessica Otis, George Mason University
Papers:
History and Game Development and Design
William Devon Burghart, University of Washington, Tacoma
Teaching with Kingdom Come: Deliverance
Emily Graham, Oklahoma State University
Adventures in Illuminating
Stephanie Grimm, George Mason University
Assassin’s Creed, Revolution, and the Reconstruction of Notre Dame
Tracey K. Rizzo, University of North Carolina at Asheville
Gaming the Great Plague
Nathan Sleeter, George Mason University; Alexandra Miller, George Mason University

Session Abstract

History is everywhere in games, from table-top role-playing games, to triple A console releases. Today’s scholars and students may sink hours into building a civilization, surviving a plague, raiding English farms, or gambling like a French noble. Games dramatize history and immerse players in spatial and temporal contexts far from their own.

World creation in games has long required that game makers and players think like historians. Historical games are often simulations that model structure and agency as mechanics. They navigate a tightrope between demonstrable truth and perceived authenticity, and even ask players to experiment with counterfactuals. In short, historical games are promising playgrounds for both history and historical memory. And increasingly, instructors and students are bringing information, and questions, from their historical gaming into the classroom.

Part of a series exploring game play, criticism, and design for historical research and teaching, this workshop will connect educators who use or want to use games in the classroom. Participants will circulate through several groups, each centered on a particular game, time period, or pedagogical approach. Each group will be prompted to share their ideas and experience, providing a springboard for future support and collaboration. Questions we will explore include: How can scholars use games to further their research and outreach? How can educators use gameplay and game design to improve student learning outcomes and experiences? What are the ethics of representing history through gameplay?

Out-of-the-box simulations like those offered by Reacting to the Past have new appeal in an age of AI. Meanwhile digital tools such as Twine and Unreal offer easy entry into the world of independent video game design. By bringing together innovative scholars using these approaches and more, we will link discussion to the opportunities and limitations of the current moment. Presenters will both demonstrate their experience and critically reflect upon its potential for the discipline more widely.

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