DocumentCode
726917
Title
Digital Cultures of Commemoration: Learning and Unlearning History through Video Games
Author
Matei, Stefania
Author_Institution
Fac. of Sociology & Social Work, Univ. of Bucharest, Bucharest, Romania
fYear
2015
fDate
27-29 May 2015
Firstpage
777
Lastpage
782
Abstract
This paper is a reflection on how video games support representations of history by using the interactive particularities of the medium. History appears as a space that can be recreated through technologically-mediated performances in which players are assigned the role of participants in a story made available by design. Fiction and realism are constitutive parts of historical games in which players have no choice but to navigate a world depicted through precise programmes of action. By analysing a representative game in the historical genre (i.e. ´Valiant Hearts: The Great War´), I argue that video games are tools prone to reshape the understanding of history in such a way that learning about past events becomes a matter of boundary control and collaborative knowledge production.
Keywords
computer games; cultural aspects; groupware; history; interactive systems; knowledge based systems; boundary control; collaborative knowledge production; commemoration; digital cultures; fiction; historical games; interactive particularities; realism; video games; Cognition; Context; Ethics; Games; Heart; History; Rhetoric; Commemorative games; Historical games; Historical knowledge; Valiant Hearts: The Great War; Video games;
fLanguage
English
Publisher
ieee
Conference_Titel
Control Systems and Computer Science (CSCS), 2015 20th International Conference on
Conference_Location
Bucharest
Print_ISBN
978-1-4799-1779-2
Type
conf
DOI
10.1109/CSCS.2015.128
Filename
7168513
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