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        Erlebnis Geschichte

        Perspektiven von Spielenden auf Geschichte in digitalen Spielen

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        Author(s)
        Pinsker, Tom
        Language
        German
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        Abstract
        Encountering history in video games is part of everyday life for people around the world. Medieval castles, battlefields of the world wars, and ancient temples populated by knights, pharaohs, and gladiators feature in titles such as “Assassin’s Creed”, “Anno”, and “Kingdom Come: Deliverance”. Given their diversity and popularity, the question arises as to how players perceive and influence these worlds. What fascinates them about history in video games? When is a representation considered successful or unsuccessful? Is the medium merely entertainment or serious historical culture? Are gamers—as some fear—filled like empty vessels with digital images of history, or do they engage with them individually and reflectively? To find answers, Tom Pinsker conducted 86 interviews with people from various educational and professional groups in Germany, Austria, and Switzerland. The interviewees describe what a “game with history” means to them, when it seems “authentic,” and how they classify the medium in comparison to classroom instruction or nonfiction books. It is particularly important to them that history can be experienced – whether as a soldier in the trenches, as Cleopatra VII, or as a revolutionary in the streets of Paris in 1789. The focus is always on immersion in historical game worlds.
        URI
        https://library.oapen.org/handle/20.500.12657/112405
        Keywords
        Digital games; History education; Video games; Assassin's Creed; Kingdom Come: Deliverance; Anno; Historical culture; Images of history; Historical worlds; Cultural memory; Historical games; Oral history; Historical reenactment; Virtual worlds; Digital history
        DOI
        10.14631/978-3-7552-1031-3
        ISBN
        9783755210313, 9783755210313, 9783963174490
        Publisher
        Büchner-Verlag
        Publication date and place
        Marburg, 2026
        Classification
        Media studies: internet, digital media and society
        Computer game art
        Computer and video game industry
        Pages
        530
        Rights
        https://creativecommons.org/licenses/by-sa/4.0/
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        License

        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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