Daniel Giere
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 The reproduction of the historical content is therefore just as individual as the reception itself.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.
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
German | Paperback | 9783734408250 | 2019 | 424 | |
German | eBook | 9783734408267 | 2019 | 424 |
OTHER NAMES
Computerspiele – Medienbildung – historisches Lernen: Zu Repräsentation und Rezeption von Geschichte in digitalen Spielen
TAGS
Authors: #DanielGiere
Publishers: #WochenSchauVerlag (Wochen Schau Geschichte)
Languages: #German
Format: #Paperback #eBook
Accessibility: N/A
Year: #Year2019
Genres: #GameStudies #Teaching #WorldHistory
Companies:
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Games:
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