Video games and Military History WWII. 3224-PRZEDF54
Using video games as a medium of communication in this course gives students an insight into the history of the Second World War, as told through video games. This course examines WW2-themed video games to gain a historical perspective. During this course, students develop research skills in digital culture studies and learn to acquire knowledge independently, using the support of an academic supervisor.
The following problems will be discussed:
1. History of Video Games — Introduction.
2. Markets for computer games — social impact — competition.
3. Visual history of WW2.
4. Special forces during World War II.
5. Game: Medal of Honor series — legacy.
6. Game: Call of Duty series — legacy.
7. Game: Battlefield series — legacy.
8. Multiplayer — historical origin of game mods.
9. Games platforms — a real experience.
10. Miracle weapons of the Third Reich: Wolfenstein, Call of Duty — zombie fashion.
11. Video game culture — Player's fashion — Player’s ethics.
12. Nationalism —— radicalization — war crimes — an awareness-raising platform.
13. Video games and military anthropology.
14. State history policies and video game social impact.
15. Video games and cultural security in the twenty-first century – selected examples — students’ presentations.
Participation in classes in the lecture hall: 30 hours (1 ECTS)
Preparation for oral examination: 30 hours (1 ECTS)
Type of course
Upon completing the course, the student:
1) has a basic knowledge of theoretical and methodological approaches to the humanities, especially cultural studies.
2) has a basic knowledge of the specifics of various cultural models in anthropological terms (traditional, nobility, bourgeoisie, masses), the processes of their transformation and interconnections, as well as their emanations in the symbolic and semiotic spheres, and thus in the arena of the culture, art, literature, and history of Central-Eastern Europe.
1) can search, select, analyse, and make use of the information he or she needs from various sources.
2) can develop his or her research skills; acquire knowledge independently, making use of the support of an academic supervisor; skillfully formulate thoughts, and present the results of research in the form of oral or written statements (of various types).
1) is prepared to critically assess his or her knowledge, engage in continuous learning, and supplement acquired knowledge.
2) is prepared to set priorities for the implementation of tasks assigned to him or her and others in the area of social obligations.
One condition for passing the subject is compulsory attendance at classes in accordance with the study Regulations at WLS.
Classes will be conducted in the form of lectures and heuristic discussions.
Active participation in the discussion means substantive participation in the discussion during at least 50% of the classes.
Presentation on a topic assigned by the teacher is planned. The deadline for submitting written work is the date set by the teacher during the first or second class. Students absent from these classes are required to obtain information from the teacher conducting the class.
The final grade consists of:
A paper on a subject designated by the teacher (50%).
Oral examination (25%).
Active and substantive participation in classes (25%).
Additional knowledge: 5+
Bogost Ian, How to Do Things with Videogames. Univ Of Minnesota Press 2011.
Chapman Adam, Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. Routledge 2016.
Guardia Mike, The Combat Diaries: True Stories from the Frontlines of World War II, Magnum Books 2022.
Stanton Richard, A Brief History of Video Games. Running Press Adult 2015.
Additional information (registration calendar, class conductors, localization and schedules of classes), might be available in the USOSweb system: