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Video Games as Mythology Museums? Mythographical Story Collections in Games

Bibliographic Data

ID21643172
AuthorsAlexander Vandewalle (0000-0003-0464-0059, University of Antwerp, corresponding author)
Year2024
Volume31
Issue1
Pages90-112
Publication date2024-03-01
Open AccessYes
TypeARTICLE
VenueInternational Journal of the Classical Tradition (JOURNAL)
Journal identifiersISSN: 1073-0508 • E-ISSN: 1874-6292
PublisherSpringer Science and Business Media LLC (PUBLISHER)
DOI10.1007/s12138-023-00646-w
OpenAlexW4378233629
LanguageEN
Citations received2
References cited4

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 storyworld known from or inspired by mythological traditions). Specifically, this article argues (1) that through the collection, combination, and presentation of different myths, mythological video games often exhibit characteristics similar to ancient and modern mythography, (2) that on the basis of these mythographical qualities, they may be considered as interactive mythology museums, and (3) that the incorporation of these features has potential for applications in education. As case studies, this article considers the popular games Age of Mythology , Smite , Immortals Fenyx Rising , God of War (and its sequel, God of War : Ragnarök ), Apotheon , and Hades in light of their mythographical and museal properties. Finally, several future directions to further improve upon the educational potential of these games for both formal and informal learning are suggested

Aesthetics · Art · Literature · Multimedia · Mythology · Sociology · Video game · Visual arts · Computer Science · Digital Games and Media · Educational Games and Gamification · Engineering · History · Impact of Technology on Adolescents

  • How Not to Play an Indian Mythic

    Open Access•Arkabrata Chaudhury, A K R Chaudhuri et al.•CyberOrient•2023

  • Cultural Affordance and Reception

    Open Access•Mengli Yu, Yichen Guo et al.•Games and Culture•2025

  • Mythography and Education

    R Scott Smith, Stephen M Trzaskoma•The Oxford Handbook of Greek and…•2022

  • Watch Me Play

    T L Taylor•Watch Me Play•2019

  • Archaeogaming

    Michael A Johnson•Journal of Eastern Mediterranean…•2019

  • Trading Shovels for Controllers

    Kathryn Meyers Emery, Katy Meyers Emery et al.•Public Archaeology•2015

Citations per year0.67
Citation span2023 - 2025 (3)
Highly citedNo

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Open DOIOpen Access
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