The Intersection Between Public History and the Cultural Industry in Video Games

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DOI:

https://doi.org/10.48487/pdh.2026.n22.43412

Keywords:

public history, culture industry, videogames, commodity, culture

Abstract

In this article, I aim to demonstrate the intersection between so-called Public History and the theory of Culture Industry, using the video game as a sociocultural object of study. In the contemporary world, the “commodity logic” has come to structure the relations of production, circulation and consumption, and I argue that this is fundamental to understanding historical representations over the last century. Thus, the hypotheses guiding this work are: the intertwining of Public History and the Cultural Industry, and the paradigm of the cultural commodity. To explore these hypotheses, I engage in theoretical analysis and present two case studies: namely, the so-called “strategy games”, which I examine through the Civilization and Age of Empires series; and the Assassin’s Creed franchise.

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Published

2026-11-04

How to Cite

Scarassati Bello, R. (2026). The Intersection Between Public History and the Cultural Industry in Video Games. Práticas Da História. Journal on Theory, Historiography and Uses of the Past, (22), 379–413. https://doi.org/10.48487/pdh.2026.n22.43412

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