Awesome, but Impractical? Deeper Engagement with the Middle Ages through Commercial Digital Games
Bibliographic Data
| ID | 3034366 |
|---|---|
| Authors | Robert Houghton (0000-0002-2966-2097, University of Winchester, corresponding author) |
| Year | 2023 |
| Volume | 1 |
| Issue | 1 |
| Publication date | 2023-12-21 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Open Library of Humanities (JOURNAL) |
| Journal identifiers | ISSN: 2056-6700 • E-ISSN: 2056-6700 |
| Publisher | Open Library of the Humanities (PUBLISHER) |
| DOI | 10.16995/olh.10408 |
| OpenAlex | W4387945438 |
| Language | EN |
| Citations received | 2 |
| References cited | 73 |
Medievalist computer games possess a vast reach and potent influence over their audience, but this influence often runs counter to the goals of heritage and teaching practitioners. This piece argues that while the commercial and mechanical requirements of computer games limit the utility of these games as heritage and educational tools on the macro scale, these same qualities enable computer games to engage their players with the Middle Ages in a different manner from other heritage platforms which can be of substantial value.To this end, the piece will first highlight the similarities and differences between computer games and other means of engaging with history and heritage. It will proceed to consider the pressures these differences exert on the representation of history within games alongside the impact of the expectations of audiences and developers about this form of history and about the Middle Ages. Finally, the piece will discuss how these difficulties may be overcome, alleviated or embraced to support broader and deeper engagement with the medieval period and history more generally. Banner image taken from Assassin's Creed Valhalla: Gold Edition Press kit, Ubisoft, 2020
Archaeology · Art · Banner · Creed · Media studies · Middle Ages · Political science · Sociology · Visual arts · Computer Science · History · Law · Publishing and Scholarly Communication
Playing the Middle Ages
A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage
There and Back Again
The Devil's Historians
One-Dimensional Creativity
Disabled Access and Heritage Attractions
Literary Gaming
Critical Gaming
Digital Gaming Re-imagines the Middle Ages
Consuming History
The Language of Gaming
Digital Games as History
Online computer gaming
Hamlet on the Holodeck
"You Have Unleashed a Horde of Barbarians!"
Videogames as Tools for Social Science History
Love Is in the Air
History Is Our Playground”
Social media, social inclusion, and museum disability access
Are We What We Play? Global Politics in Historical Strategy Computer Games
Shirts vs. Skins
The virtual census
Gaming history
Is Sid Meier's Civilization history
On the promotional context of historical video games
Playing with Religion in Digital Games
Fantasy, Realism, and the Other in Recent Video Games
Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines
Using Civilization IV to Engage Students in World History Content
Gaming History
The Ecology of Games
Digitalizing Historical Consciousness
Medievalism and the Fantasy Heroine
Long Middle Ages or appropriations of the medieval
Awesome, but Impractical? Deeper Engagement with the Middle Ages through Commercial Digital Games
Decolonising the Games Curriculum
The Ludic Bestiary
Professional Norms and Race in the North American Video Game Industry
Blackless Fantasy
Strategic Simulations and Our Past
| Unique citing works | 2 |
|---|---|
| Citations per year | 0,67 |
| Citation span | 2023 - 2024 (2) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 2 |