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Exploring Saudi Gamers’ Perspectives on Historical Characters in Digital Games

Bibliographic Data

ID22019042
AuthorsMaha Ali Alkhashil (0000-0002-4830-7402, Princess Nourah bint Abdulrahman University, corresponding author)
Year2024
Volume7
Issue4
Pages80-97
Publication date2024-12-23
Open AccessYes
TypeARTICLE
VenueHerança (JOURNAL)
Journal identifiersISSN: 2184-3090 • E-ISSN: 2184-3090
PublisherUK Zhende Publishing Limited Company (PUBLISHER)
DOI10.52152/heranca.v7i4.1097
OpenAlexW4405886937
LanguageEN
Citations received1
References cited11

Digital games have recently increased in popularity, becoming a cultural phenomenon and a new way to explore historical characters, which aligns with the ambitious Saudi Vision 2030. This study aims to understand Saudi gamers’ perceptions of historical characters and the factors that shape their preferences. A quantitative descriptive approach was used, where a questionnaire was applied to 104 individuals who participated in events organized by the Saudi Digital Games Association and the Saudi Esports Academy. The results indicate that historical characters can enhance the appeal and engagement of digital games. In addition, they highlight the need for developers to gain insights into Saudi gamers’ preferences regarding historical periods and historical characters’ characteristics. It was concluded that the dynamic interaction between players and the virtual world of the game, which includes historical characters, can increase the attractiveness of the game and the players’ experience at all levels of entertainment, culture, and historical knowledge, reflecting the distinctive features of Saudi history. Future studies focusing on other elements of the digital game, such as story, period, or aspects of tangible and intangible heritage, are suggested

Advertising · Aesthetics · Appeal · Art · Attractiveness · Cultural heritage · Entertainment · Epistemology · Media studies · Perception · Phenomenon · Political science · Popularity · Sociology · Visual arts · Artificial Intelligence in Games · Digital Games and Media · Educational Games and Gamification · History · Psychology · Social Psychology

  • Digital history as participatory communication

    Open Access•Maha Ali Alkhashil, Enas Fares Yehia et al.•Cogent Arts and Humanities•2026

  • Digital games in the museum

    Catherine Beavis, Joanne O’Mara et al.•Learning Media and Technology•2021

  • EGods

    Denis J Bekkering•Nova Religio The Journal of…•2014

  • Video Games Around the World

    Ahmad Ahmadi, Toru Iwatani et al.•Video Games Around the World•2015

  • Gaming the Past

    Jeremiah McCall•Gaming the Past•2022

  • A Companion to Public History

    Open Access•David M Dean, David Dean•Companion to Public History•2018

  • Child of the Elder Blood

    Open Access•J Stevens•Games and Culture•2021

  • But that’s not accurate

    Tara Copplestone•Rethinking History•2016

  • Gaming history

    Dawn Spring•Rethinking History•2014

  • Cultural policy aspirations and the turn in Saudi Arabia’s video game industry

    Omar A Al-Khamees, Brian Yecies et al.•International Journal of Cultural…•2022

  • Learning cultural heritage by serious games

    Open Access•Michela Mortara, Chiara Eva Catalano et al.•Journal of Cultural Heritage•2014

  • Digital Games as a Source of Enjoyment in Later Life

    Open Access•Bob De Schutter, Julie A Brown•Games and Culture•2016

Citations per year1
Citation span2026 - 2026 (1)
Highly citedNo

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