Europa Universalis IV and deep learning: historical accuracy, counterfactuals and historical themes

Rhett Loban

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Abstract

This article examines issues encountered with Europa Universalis IV (EUIV) in terms of teaching history in adult learning. The article identifies the educational limitations of the game, as well as the types of history that can be learnt from it. The data collected from participant responses is examined in terms of an ongoing concern regarding the balancing of historical accuracy and gameplay in EUIV. In this discussion about balance, participants raise common concerns about the historical abstraction, historical misinformation and counterfactual elements within EUIV. Nonetheless, the article argues that despite these ahistorical elements, EUIV can still potentially portray many of history’s larger trends and influences. Given the portrayal of these trends in-game, the article examines the pedagogical utility of the game in terms of narrative engagements with history and the promotion of deeper forms of learning.
Original languageEnglish
Pages (from-to)26-47
Number of pages22
JournalLoading: The Journal of the Canadian Game Studies Association
Volume14
Issue number24
Publication statusPublished - 29 Nov 2021

Bibliographical note

Copyright the Author(s) 2021. Version archived for private and non-commercial use with the permission of the author/s and according to publisher conditions. For further rights please contact the publisher.

Keywords

  • counterfactual
  • history
  • strategy
  • grand strategy game
  • game-based learning
  • deep learning
  • higher education

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