The processing of history in digital games is not a fringe phenomenon. Computer games are an integral part of our culture. The actions of the users are a necessary game element in the digital game. The reproduction of the historical content is therefore just as individual as the reception itself.
In this work, a transdisciplinary, history-didactically accentuated theoretical model for the historically conscious reception and representation of history in the digital game is worked out, which is empirically substantiated by a qualitative-quantitative study. In addition to first results on transfer effects and processes in the context of the consumption of historicizing digital game worlds, a typification of individually historically conscious reception is outlined using the example of Assassin's Creed® III. Finally, consequences for informal as well as institutional historical learning in digital game worlds are derived.
Computerspiele – Medienbildung – historisches Lernen: Zu Repräsentation und Rezeption von Geschichte in digitalen Spielen
Publishers: #WochenSchauVerlag (Wochen Schau Geschichte)