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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Atenare, spartaner och en handkontroll : En kvalitativ kategoriseringsstudie av historiebruk och historiemedvetande i Assassin's Creed Odyssey och spelets potential i klassrummet

Petersson, Casper January 2019 (has links)
This study aims to examine the historical accuracy and historical usage in Ubisofts video-game Assassin’s Creed Odyssey. The study also examines the game’s potential to be used in teaching history in the upper secondary schools. The tools of the analysis are based on four different categorization models to analyze historical games and their didactic abilities. I have made some modifications to the different models, mainly because of the time-limit of this study. Furthermore, I have presented a crucial and relevant selection of previous research in the field of historical computer games, along with a summarizing description of the game-series Assassin’s Creed. The results from this study shows that the game is heavily influenced by history, and the historical accuracy can be noticed throughout the game. However, the game mixes the historical accuracy with fictional and fantastic elements in order to make the story and narrative of the game more intriguing and playable. The potential of the game in the upper secondary school is found to be problematic, mainly because of the time-limit and economical aspects. Nevertheless, the historical content of the game can easily be connected to the national curriculum, which means that the potential of making use of the game in the classroom should not be entirely dismissed.
2

Replaying history : Accuracy and authenticity in historical video game narratives

Răzman, Diana Cristina January 2020 (has links)
In this research paper, I develop a conceptual framework through which I identify two ways in which historical practices, events, and spaces are represented and engaged with in video games. The concepts I propose are historical accuracy to reflect well-established narratives and a high fidelity to factual data, and historical authenticity to reflect lesser known narratives and a more complex and sometimes abstract interpretation of history. The research concentrates on the modalities in which history is represented in mainstream video games, what similarities or dissimilarities can be drawn from the analysis of various historical digital games, and how can these games be designed to foster diversity and fair representation.

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