Vít Šisler
Biographic Data
| ID | 82572 |
|---|---|
| NAME | Vít Šisler |
| GIVEN NAMES | Vít |
| FAMILY NAME | Šisler |
| SIGNATURE | ŠISLER V |
| AFFILIATIONS | Charles University |
| ORCID | 0000-0002-9429-6740 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 49 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 3 |
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds
Theoretical and Methodological Framework for Studying Video Games and Orientalism
This article proposes a theoretical and methodological framework for studying orientalism and representation in video games, grounded in information science, communication studies, game studies, and cultural studies. Utilizing the approaches of critical transculturalism, game production studies, and a newly refined concept of gamevironments, the proposed framework understands video games as hybrid cultural artifacts existing within interconnected…
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen
This article explores authenticity, immersion, and heritage in two historical video games, Svoboda 1945: Liberation and Train to Sachsenhausen. The two games use different strategies when inviting understanding, emotional attachment, and immersive experiences of past events. We draw upon a critical, self-reflective analysis of the design process and a comparison of both games. Our aim is to expand further the toolset for historical game analysis …
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects
This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short‐ and long‐term on a sample of 148 young adults. We used, as an intervention tool, a serious game Czechoslovakia 38–89: Borderlands that deals with the expulsion of the Sudeten Germans from the former Czechoslovakia after the WWII. Results showed more negative pretest‐posttest explicit attitude changes towards the expul…
To solve or to observe? The case of problem‐solving interactivity within child learning games
We explored whether problem‐solving interactivity within an instructional game fosters learning for children aged 8–10 years. Participants ( N = 139) studied a biological topic either through a game‐based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which they observed how the problems were solved in an animation) (i.e., between‐subject design). The tre…
Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter…
Procedural religion: Methodological reflections on studying religion in video games
The article discusses the methodological aspects of studying religion in video games. It examines the concept of “procedural religion,” that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling, analyzing, and designing discrete event systems, in order to analyze how religion is represented in…
Cyber Counsellors: Online fatwas, arbitration tribunals and the construction of Muslim identity in the UK
The Internet and satellite TV have introduced substantial innovations in both the production and the consumption of Islamic knowledge. The development of new infrastructures, skills and communication patterns has resulted in the emergence of 'new media ecology', where established traditional Muslim authorities compete for audiences with charismatic satellite preachers and Internet-based muftis. This article explores four distinct websites providi…
The New Arab Cyberscape Redefining Boundaries and Reconstructing Public Spheres
This chapter analyzes the new Arab media landscape, with a special focus on the growing influence of the Internet in redefining boundaries and reconstructing public spheres in contemporary Arab societies. This includes: preserving authentic cultural norms and religious values while opening the door for more modern and liberal influences; appealing to a pan-Arab audience with its own regional interests and cultural specificities while addressing a…
Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games
This article explores the ways in which Palestine is envisioned, and its representation constructed, in contemporary video games. At the same time, capitalizing on Bogost's notion of procedurality, this article discusses the potential and limitations of various game genres for modeling complex historical, social, and political realities. It focuses particularly on the ways in which the Arab-Israeli conflict is mediated and its perception and eval…
Digital Arabs: Representation in video games
This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framewor…
Digital Arabs: Representation in video games
Digital Arabs: Representation in video games
This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framewor…
Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter…
Digital Arabs: Representation in video games
Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games
This article explores the ways in which Palestine is envisioned, and its representation constructed, in contemporary video games. At the same time, capitalizing on Bogost's notion of procedurality, this article discusses the potential and limitations of various game genres for modeling complex historical, social, and political realities. It focuses particularly on the ways in which the Arab-Israeli conflict is mediated and its perception and eval…
Procedural religion: Methodological reflections on studying religion in video games
The article discusses the methodological aspects of studying religion in video games. It examines the concept of “procedural religion,” that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling, analyzing, and designing discrete event systems, in order to analyze how religion is represented in…
Digital Arabs: Representation in video games
This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been flattened out and reconstructed into a series of social typologies operating within a broader framewor…
Digital Arabs: Representation in video games
Palestine in Pixels: The Holy Land, Arab-Israeli Conflict, and Reality Construction in Video Games
This article explores the ways in which Palestine is envisioned, and its representation constructed, in contemporary video games. At the same time, capitalizing on Bogost's notion of procedurality, this article discusses the potential and limitations of various game genres for modeling complex historical, social, and political realities. It focuses particularly on the ways in which the Arab-Israeli conflict is mediated and its perception and eval…
The New Arab Cyberscape Redefining Boundaries and Reconstructing Public Spheres
This chapter analyzes the new Arab media landscape, with a special focus on the growing influence of the Internet in redefining boundaries and reconstructing public spheres in contemporary Arab societies. This includes: preserving authentic cultural norms and religious values while opening the door for more modern and liberal influences; appealing to a pan-Arab audience with its own regional interests and cultural specificities while addressing a…
Cyber Counsellors: Online fatwas, arbitration tribunals and the construction of Muslim identity in the UK
The Internet and satellite TV have introduced substantial innovations in both the production and the consumption of Islamic knowledge. The development of new infrastructures, skills and communication patterns has resulted in the emergence of 'new media ecology', where established traditional Muslim authorities compete for audiences with charismatic satellite preachers and Internet-based muftis. This article explores four distinct websites providi…
Procedural religion: Methodological reflections on studying religion in video games
The article discusses the methodological aspects of studying religion in video games. It examines the concept of “procedural religion,” that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling, analyzing, and designing discrete event systems, in order to analyze how religion is represented in…
Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter…
To solve or to observe? The case of problem‐solving interactivity within child learning games
We explored whether problem‐solving interactivity within an instructional game fosters learning for children aged 8–10 years. Participants ( N = 139) studied a biological topic either through a game‐based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which they observed how the problems were solved in an animation) (i.e., between‐subject design). The tre…
Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects
This study investigates a video game's effects on implicit and explicit attitudes towards depicted historical events in the short‐ and long‐term on a sample of 148 young adults. We used, as an intervention tool, a serious game Czechoslovakia 38–89: Borderlands that deals with the expulsion of the Sudeten Germans from the former Czechoslovakia after the WWII. Results showed more negative pretest‐posttest explicit attitude changes towards the expul…
History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen
This article explores authenticity, immersion, and heritage in two historical video games, Svoboda 1945: Liberation and Train to Sachsenhausen. The two games use different strategies when inviting understanding, emotional attachment, and immersive experiences of past events. We draw upon a critical, self-reflective analysis of the design process and a comparison of both games. Our aim is to expand further the toolset for historical game analysis …
Theoretical and Methodological Framework for Studying Video Games and Orientalism
This article proposes a theoretical and methodological framework for studying orientalism and representation in video games, grounded in information science, communication studies, game studies, and cultural studies. Utilizing the approaches of critical transculturalism, game production studies, and a newly refined concept of gamevironments, the proposed framework understands video games as hybrid cultural artifacts existing within interconnected…
Is video games' effect on attitudes universal? Results from an empirical study comparing video games' impact on the attitude change of players with different backgrounds
Computer Science (11 works) · Multimedia (10 works) · Video game (9 works) · Sociology (8 works) · Political science (7 works) · Digital Games and Media (6 works) · Law (6 works) · Law (6 works) · Politics (6 works) · Media studies (5 works)