Utilizing interdisciplinary methods, this volume foregrounds the experience that simgames provide to players, especially in how they reconfigure and reimagine history. Despite its visceral power and instructive potential, the simulated digital experience created by simgames curates World War Two and other global events of similar magnitude within constrained frames that ignore much of what actually happened in the past. This suggests that as computer games continue to increase in power and fidelity-as seen with the expanding scope of virtual reality-then the range of what can be simulated will grow too. This will raise concerns about what is morally acceptable to be simulated, and what should remain unplayable.
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