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Pixel Cowboys and Silicon Gold Mines: Videogames of the American West

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Abstract

This article explores representations of the American West in computer and videogames from the late 1970s through 2006. The article reveals how several titles, including the early Boot Hill (1977), invoked classic nineteenth-century western motifs, employing the six-shooter, wagon train, and iron horse to sell late twentieth-century entertainment technology to a global audience. Such games allowed players, typically adolescent males, to recreate a version of history and to participate actively in the more violent aspects of the "Wild West." The arcade Western emerged as a subgenre within computer entertainment, offering a distinctive, interactive amalgam of popular frontier-based fictions, including the nineteenth-century dime novel, Buffalo Bill Cody's Wild West show, and the modern Hollywood western. Computer technology thus served established myths surrounding the "Wild West," even as New Western History was challenging their authenticity.

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... Scholarly work in the field varies from issues of historical textual representation to videogames' function as a sort of historical representation in and of itself; archeogaming [20]- [22]; using videogames to teach students about history [23], and research into player reception of historical accuracy and heritage in videogames [24] [25]. Individual studies are often carried out on popular franchises such as Assassin's Creed [26]- [28] and Sid Meier's Civilisation [20], or the excessive amount of videogames concerned with representing the American West [29], World Wars [20], [30]- [32] or other lesserrepresented conflicts(Sterczewski 2016). In contrast, academics are interested in the history of particular games, the industry, and technological or hardware improvements. ...
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... CIVILIZATION, unsurprisingly, is at the top of the pile with scholars examining everything from its Western bias to its ability to create utopias (Ghys, 2012;Henthorne, 2003;Owens, 2011;Poblocki, 2002). SID MEIER'S COLONIZATION, games depicting the American West and those depicting the Second World War have also been considered (Donaldson, 1996;Gish, 2010;Wills, 2008). Several volumes of essays explore a wide variety of intersections between history, the past, and video games including Playing the Past (Whalen & Taylor, 2008), Playing with the Past (Kapell & Elliott, 2013), Greek and Roman Games in the Computer Age (Thorsen, 2013), and Digital Gaming Re-imagines the Middle Ages (Kline, 2014). ...
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The American West as Symbol and Myth (Cam-bridge, Mass., 1950), 90. Along with Virgin Land, valuable work on the dime novel in-cludes Albert Johannsen, The House of Beadle and Adams and its Dime and Nickel Novels: The Story of a Vanished Literature
  • Henry Smith
  • Land
Henry Nash Smith, Virgin Land: The American West as Symbol and Myth (Cam-bridge, Mass., 1950), 90. Along with Virgin Land, valuable work on the dime novel in-cludes Albert Johannsen, The House of Beadle and Adams and its Dime and Nickel Novels: The Story of a Vanished Literature (2 vols., Norman, Okla., 1950);
Malaeska's Revenge; or, The Dime Novel Tradition in Popular Fic-tion
  • Christine Bold
Christine Bold, " Malaeska's Revenge; or, The Dime Novel Tradition in Popular Fic-tion, " in Aquila, ed., Wanted Dead or Alive, 21–42;
The Reel Cowboy: Essays on the Myth in Movie and Literature
  • B Rainey
B. Rainey, The Reel Cowboy: Essays on the Myth in Movie and Literature (Jefferson, N.C., 1995);