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COMPUTER GAMES - MEDIA EDUCATION - HISTORICAL LEARNING

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 The reproduction of the historical content is therefore just as individual as the reception itself.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

Accessibility: N/A

Year: #Year2019


Companies:

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