TY - CHAP N2 - This chapter provides an exploration of meaning, information and pleasure in Sid Meier's Civilization III. Various theorists, including Poblocki and Douglas have argued that games within the Civilization series perpetrate a reductive folk-history that positions Western-style technologically orientated progress as 'the only logical development' for humanity. In moving from a critique of the game's rules and the prejudicial bias that they house, to the continuity of myths within Western popular culture, and then to statements about the effect of the game on its users, these discussions stray across Salen and Zimmerman's three schema: evidence tends to be collected from two schemas (rules, culture), yet conclusions are drawn in a third (play). The trouble with such critique is that play is the schema of the experiential, and it involves the actualization, interpretation and configuration of the game in real-time by users. ID - discovery10000675 UR - https://doi.org/10.7765/9781526185600.00017 PB - Manchester University Press T2 - Videogame, player, text CY - Manchester, UK A1 - Carr, Diane TI - The Trouble with Civilization ED - Atkins, Barry ED - Krzywinska, Tanya AV - public Y1 - 2007/11// EP - 2 N1 - This version is the author accepted manuscript. For information on re-use, please refer to the publisher?s terms and conditions. ER -