This is just a quick post to get out a first pass at a rubric for assessing games for use in history classrooms for THATCamp. Click the image to see a bigger, more readable version.
Most approaches to evaluating games, or at least most of the approaches I have come across are not discipline specific, and I think that is a really bad thing. Even within the humanities each discipline has a distinct epistemology, distinct set of goals for teaching, and a distinct role to play in curricula.
The rubric is my attempt to bring together existing models of reviewing both games and historical works and adapting them to needs of a history classroom. Most videogame reviews are written for the consumer. They answer the question, should I buy this game? Historical book reviews serve a different propose. First, like the game reviews they tell the historian whether or not they need to buy the book. Beyond that the reviews are a forum for critiquing the work, often the original author will respond to the criticism. In the altruistic sense the reviews are a critical tool in refining our understanding of the past, helping define future paths for scholarship.
In reviewing games as educational tools we are fundamentally asking a different set of questions. For the purpose of Playing history the most direct audience is teachers and the question the review should answer is should I use this in my classroom, and if so in what capacity and how should it be integrated.
Many of the issues in games reviews come into play in a sideways sort of way. One of the biggest values of games is in the literature is the notion that they are engaging, a rich way to get kids involved in learning. I think much of that richness comes from the very features that make a game commercially viable. The story line, the graphics, difficulty, soundtrack etc. are all relevant to the value of the game.
Similarly the historical book review offers some good functions. The viewpoint of the work, its historicity. Beyond a resource for teachers, one of the ultimate goals of Playing History is to build a network that can offer substantive feedback for developers. In this capacity it would be ideal for these reviews to comment on what the game does in relation to other games and where it takes the field.