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Citation: 

Kirschenbaum, Matthew. “Contests for Meaning: Playing King Philip’s War in the Twenty-First Century.” In Pastplay: Teaching and Learning History with Technology, edited by Kevin Kee, 198-213. Ann Arbor: University of Michigan Press, 2014.

Abstract/Summary: 

King Philip’s War is an often-overlooked segment of American History. In 2010, a small board game company wished to make a board game on the topic. King Philip was actually Metacom, the First Nations Leader from the North East, who attempted to resist the colonial expansion that led to more than five thousand Native American deaths, including his own. The war defined the relationships between colonists and natives for generations to come. The author describes the controversy between the creation of the game and the story that was written in the news about it. The controversy speaks to the ongoing issues with cultural identity formation and negotiation. One of the major issues was the fact that the history was being told through the game format as many felt that it was a malicious re-telling of the often-contested histories of King Philip’s War. Native American groups were outraged by the story concerning the making of the game while others stated it was simply a way to present the story of the conflict to a wider audience. The game was released later in 2010 but it focused a bit more on the reconciliation of the concerns of the Native American groups. The chapter begins with a description of the controversy and a description of how the game is played. The author also describes the media that surrounded the launch of the game and the controversy. He concludes the chapter with describing how war games should be taken seriously as educational tools and how designers and publishers should be attuned to the potential political issues.

Source/Credit: 
Erika Smith