Exploring Player Understandings of Historical Accuracy and Historical Authenticity in Video Games
Bibliographic Data
| ID | 18979413 |
|---|---|
| Authors | Jacqueline Burge (0000-0002-3261-9938, University of the Sunshine Coast, corresponding author), Christian Jones (0000-0003-4048-2545, University of the Sunshine Coast) |
| Year | 2022 |
| Volume | 17 |
| Issue | 5 |
| Pages | 816-835 |
| Publication date | 2022-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/15554120211061853 |
| OpenAlex | W4200437919 |
| Language | EN |
| Citations received | 9 |
| References cited | 27 |
Video games such as the successful Assassin’s Creed series allow consumers to engage with various historical contexts and to explore them in engaging and influential ways. However, it is unclear what consumers understand as the difference between the historical authenticity and historical accuracy used by developers in these games. Therefore, this research explored players of Assassin’s Creed games’ understanding of these two concepts and how they expected developers to utilize them. The study used a qualitative analysis of 959 online forum comments and an online survey with 88 respondents. While it was found that players understood historical accuracy and valued it in video games, historical authenticity prompted confusion with 43% describing it as the same as historical accuracy. The results were used to develop a new player-centric definition of historical authenticity to clarify player understandings and present useful and practical implications for developers and publishers
Confusion · Creed · Epistemology · Multimedia · Sociology · Video game · Computer Science · Digital Games and Media · Educational Games and Gamification · Media Influence and Health · Psychology
Digital Game-Based Heritage Education
Playing with history in World of Tanks
Interacting with the Past
Making history enjoyable
The Technological Mediation of Collective Memory Through Historical Video Games
Enjoying My Time in the Animus
Animating a Plausible Past
‘As you write your Odyssey…’
The 200-Million Student Classroom
Applied Thematic Analysis
Variation and commonality in phenomenographic research methods
Genre and game studies
But that’s not accurate
Gaming history
Part of the project of that book was not to be authentic’
Is Sid Meier's Civilization history
Introduction
Reflections of history
Using thematic analysis in psychology
Ghosts in the Garden
Determining Validity in Qualitative Inquiry
Oxford Handbook of Aesthetics
Video Games and Classical Antiquity
Mining the Box
Of Mods and Modders
Strategic Simulations and Our Past
| Unique citing works | 9 |
|---|---|
| Citations per year | 3 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 9 |