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dc.contributor.authorPinsker, Tom
dc.date.accessioned2026-04-16T11:36:43Z
dc.date.available2026-04-16T11:36:43Z
dc.date.issued2026
dc.identifierONIX_20260415T184305_9783755210313_2
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/112405
dc.languageGerman
dc.subject.classificationthema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society
dc.subject.classificationthema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art
dc.subject.classificationthema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
dc.subject.otherDigital games
dc.subject.otherHistory education
dc.subject.otherVideo games
dc.subject.otherAssassin's Creed
dc.subject.otherKingdom Come: Deliverance
dc.subject.otherAnno
dc.subject.otherHistorical culture
dc.subject.otherImages of history
dc.subject.otherHistorical worlds
dc.subject.otherCultural memory
dc.subject.otherHistorical games
dc.subject.otherOral history
dc.subject.otherHistorical reenactment
dc.subject.otherVirtual worlds
dc.subject.otherDigital history
dc.titleErlebnis Geschichte
dc.title.alternativePerspektiven von Spielenden auf Geschichte in digitalen Spielen
dc.typebook
oapen.abstract.otherlanguageEncountering 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.
oapen.identifier.doi10.14631/978-3-7552-1031-3
oapen.relation.isPublishedBy1693c2dd-7cd7-4dac-b4bb-0dec0525ad05
oapen.relation.isbn9783755210313
oapen.relation.isbn9783963174490
oapen.pages530
oapen.place.publicationMarburg


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