Abstract
Video games are an example of such activity, as they allow players to experience history in an interactive way. This article is based on the historical game study as a part of discussion of the role of computer games in history education. Authors created a unique content analysis tool that allows to specify the degree of fidelity to historical realities in each game. Basing on the observations of the video games market, authors have classified 40 computer games in three distinct categories: titles consistent with the historical accuracy, games that partly resemble reality, and the quasi-historical productions.
References
Amielańczyk, M. (18 czerwca 2020). This War of Mine: Już oficjalnie obok „Pana Tadeusza”. Online: <https://polskigamedev.pl/this-war-of-mine-juz-oficjalnie-obok-pana-tadeusza>. Data dostępu: 19 listopada 2023.
Badanienalogow.pl (2 stycznia 2023). Statystyki gier komputerowych w Polsce. Online: <https://badanienalogow.pl/statystyki-gier-kom-puterowych-w-polsce>. Data dostępu: 19 listopada 2023.
Bembeneck, E. (19 stycznia 2011). History as Context: Civilization V. Online: <https://www.playthepast.org/?p=593>. Data dostępu: 9 listopada 2023. Chapman, A., Foka, A., Westin, J. (2017). Introduction: What Is HistoricalGame Studies? Rethinking History, 21(3), 358–71. DOI: https://doi.org/10.1080/13642529.2016.1256638
Chapman, A. (2016). Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. New York: Routledge. DOI: https://doi.org/10.4324/9781315732060
Domańska, E. (2006). Historie niekonwencjonalne: refleksja o przeszłości w nowej humanistyce. Poznań: Wydawnictwo Poznańskie.
Jasitczak, J. (2022). Kilka uwag na temat nauczania historii. Acta Universitatis Lodziensis. Folia Historica, (110), 417–425. DOI: https://doi.org/10.18778/0208-6050.110.21
Jonckheere, N. et al. (2023). Playing with history in World of Tanks: Negotiated readings, historical realism and cultural memory. Convergence, 29(3), 641–657. DOI: https://doi.org/10.1177/13548565221130891
Kapell, M., Elliott A.B.R. (eds.) (2013). Playing with the past: Digital games and the simulation of history. New York: Bloomsbury Publishing USA. Mayring, P. (2014). Qualitative content analysis: Theoretical foundation, basic procedures and software solution, 18–44. Online: <https://www.ssoar.info/ssoar/handle/document/39517>. Data dostępu: 28 lutego 2024.
Mochocki, M. (2022). Editorial: Games with History, Heritage, and Provocation. Games and Culture, 6(17), 839–842. DOI: https://doi.org/10.1177/15554120221119268
Mochocki, M. (2017). Gry sarmackie w ujęciu anglo-amerykańskich heritage studies. Homo Ludens, 10(1), 151–190.
Mochocki, M. (2021). Heritage Sites and Video Games: Questions of Authenticity and Immersion. Games and Culture, 16(8), 951–977. DOI: https://doi.org/10.1177/15554120211005369
Mochocki, M. (2011). Sarmackie dziedzictwo kulturowe w grze fabularnej Dzikie Pola. Homo Ludens, 3(1), 139–154.
Potzsch, H., Sisler, V. (2019). Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination. Games and Culture, 14(1), 3–25. DOI: https://doi.org/10.1177/1555412016638603
Politopoulos, A. et al. (2019). ,,History Is Our Playground”: Action and Authenticity in Assassin’s Creed: Odyssey. Advances in Archaeological Practice, 7(3), 317–323. DOI: https://doi.org/10.1017/aap.2019.30
Rosenstone, R. A. (2001). The historical film: Looking at the past in a postliterate age. W: M. Landy (ed.). The Historical Film: History and Memory in Media (s. 50–66). New Brunswick: Rutgers University Press.
Rüth, M., Kaspar, K. (2021). Commercial video games in school teaching: Two mixed methods case studies on students’ reflection processes. Frontiers in psychology, 11, 594013. DOI: https://doi.org/10.3389/fpsyg.2020.594013
Taranilla, R.V. et al. (2022). Strolling through a City of the Roman Empire: An Analysis of the Potential of Virtual Reality to Teach History in Primary Education. Interactive Learning Environments, 30(4), 608–618. DOI: https://doi.org/10.1080/10494820.2019.1674886
Shaw, A. (2015). The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III. Loading..., 9(14), 4–21.
Spring, D. (2015). Gaming history: computer and video games as historical scholarship. Rethinking History, 19(2), 207–221. London: Routledge. DOI: https://doi.org/10.1080/13642529.2014.973714
Ziemiańczyk, A. (30 czerwca 2022). This War of Mine – gra komputerowa na liście lektur szkolnych. Online: <https://trojka.polskieradio.pl/artykul/2990811,this-war-of-mine-gra-komputerowa-na-liscie-lektur-szkolnych>. Data dostępu: 19 listopada 2023.
Creative Assembly (2004). Rome: Total War (PC). Licomp, Polska
Firaxis Games (2010). Sid Meier’s Civilization V (PC). Cenega S.A., Polska.
License
Copyright (c) 2024 Maria Lipińska , Jakub Chudzik , Ryszard Niziński

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Szczegółowe informacje dotyczące prawa autorskiego zawarte są w umowie podpisywanej między wydawcą a autorem.