Alexander Vandewalle
Biographic Data
| ID | 903424 |
|---|---|
| NAME | Alexander Vandewalle |
| GIVEN NAMES | Alexander |
| FAMILY NAME | Vandewalle |
| SIGNATURE | VANDEWALLE A |
| AFFILIATIONS | Ghent University |
| ORCID | 0000-0003-0464-0059 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 1978 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
AAA Versus Indie? Hegemonic and Counter-Hegemonic Forces in Video Game Receptions of Greco-Roman Mythology
‘As you write your Odyssey…’
The various ways that players actually play historical games, and how history – or players’ conceptualization thereof – impacts play processes, remains understudied in the field of historical game studies. This study investigates how players make decisions in historical games, and assesses to what extent such choices are directed by historical considerations or ideas of history. Specifically, we examined this through the perspective of ergodic ch…
Where was Apollo in Supergiant’s Hades ? Developer motivations and mythological characters in video games
Academic interest in classical reception and video games is thriving, but one dimension that has so far escaped scholarly attention regards the various concerns functioning in the design of such games. This article moves away from the predominantly text-oriented focus of previous investigations (that is, close readings of games as texts) and instead focuses on the production processes and contexts of games set in the ancient world. Specifically, …
Video Games as Mythology Museums? Mythographical Story Collections in Games
The growing field of historical game studies (which studies the intersection of history and video games) has often described video games with historical settings as virtual museums, based on their potential to allow players to move through a historical game space and/or interact with historical artefacts. The present article investigates how these insights may be applied to mythological video games (i.e. those that represent and simulate a storyw…
Animating a Plausible Past
Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal re…
Enjoying My Time in the Animus
This study investigates players’ perceived realism of historical video games. Perceived realism is understood as a multidimensional concept, going beyond the more traditional use of ‘realism’ in historical game studies, where it often refers to the plausibility or accuracy of historical reconstructions. The study further examines how perceived realism relates to players’ enjoyment of historical games. Specifically, this study analyses Assassin's …
Playing with Character
Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodol…
Heerlijkheden op het einde van het Ancien Regime. Het voorbeeld van Gits-Ogierlande, Kringen en Hagebroek in het land van Wijnendale
Playing with Character
Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodol…
Heerlijkheden op het einde van het Ancien Regime. Het voorbeeld van Gits-Ogierlande, Kringen en Hagebroek in het land van Wijnendale
Enjoying My Time in the Animus
This study investigates players’ perceived realism of historical video games. Perceived realism is understood as a multidimensional concept, going beyond the more traditional use of ‘realism’ in historical game studies, where it often refers to the plausibility or accuracy of historical reconstructions. The study further examines how perceived realism relates to players’ enjoyment of historical games. Specifically, this study analyses Assassin's …
Playing with Character
Characterization refers to the process of attributing character traits to narrative entities called ‘characters'. While there is a long tradition of characterization theory in literary studies, the topic has not been examined extensively in game research. Based on insights from literary, film, and game studies, this article creates a theoretical model of how ‘character,' or character traits, can be attributed in video games, and offers a methodol…
Video Games as Mythology Museums? Mythographical Story Collections in Games
The growing field of historical game studies (which studies the intersection of history and video games) has often described video games with historical settings as virtual museums, based on their potential to allow players to move through a historical game space and/or interact with historical artefacts. The present article investigates how these insights may be applied to mythological video games (i.e. those that represent and simulate a storyw…
Animating a Plausible Past
Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal re…
‘As you write your Odyssey…’
The various ways that players actually play historical games, and how history – or players’ conceptualization thereof – impacts play processes, remains understudied in the field of historical game studies. This study investigates how players make decisions in historical games, and assesses to what extent such choices are directed by historical considerations or ideas of history. Specifically, we examined this through the perspective of ergodic ch…
Where was Apollo in Supergiant’s Hades ? Developer motivations and mythological characters in video games
Academic interest in classical reception and video games is thriving, but one dimension that has so far escaped scholarly attention regards the various concerns functioning in the design of such games. This article moves away from the predominantly text-oriented focus of previous investigations (that is, close readings of games as texts) and instead focuses on the production processes and contexts of games set in the ancient world. Specifically, …
AAA Versus Indie? Hegemonic and Counter-Hegemonic Forces in Video Game Receptions of Greco-Roman Mythology
Computer Science (6 works) · Digital Games and Media (6 works) · Multimedia (6 works) · Video game (6 works) · Art (5 works) · Artificial Intelligence in Games (4 works) · Educational Games and Gamification (4 works) · Aesthetics (3 works) · Mythology (3 works) · Philosophy (3 works)