Erlebnis Geschichte

Encountering history in video games is part of everyday life for people around the world. Medieval castles, battlefields of the world wars, and ancient temples populated by knights, pharaohs, and gladiators feature in titles such as “Assassin’s Creed”, “Anno”, and “Kingdom Come: Deliverance”. Given...

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第一著者: Pinsker, Tom
フォーマット: Online
言語:ドイツ語
出版事項: Büchner-Verlag 2026
主題:
オンライン・アクセス:ONIX_20260415T184305_9783755210313_2
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author Pinsker, Tom
author_browse Pinsker, Tom
author_facet Pinsker, Tom
author_sort Pinsker, Tom
collection Directory of Open Access Books
description Encountering history in video games is part of everyday life for people around the world. Medieval castles, battlefields of the world wars, and ancient temples populated by knights, pharaohs, and gladiators feature in titles such as “Assassin’s Creed”, “Anno”, and “Kingdom Come: Deliverance”. Given their diversity and popularity, the question arises as to how players perceive and influence these worlds. What fascinates them about history in video games? When is a representation considered successful or unsuccessful? Is the medium merely entertainment or serious historical culture? Are gamers—as some fear—filled like empty vessels with digital images of history, or do they engage with them individually and reflectively? To find answers, Tom Pinsker conducted 86 interviews with people from various educational and professional groups in Germany, Austria, and Switzerland. The interviewees describe what a “game with history” means to them, when it seems “authentic,” and how they classify the medium in comparison to classroom instruction or nonfiction books. It is particularly important to them that history can be experienced – whether as a soldier in the trenches, as Cleopatra VII, or as a revolutionary in the streets of Paris in 1789. The focus is always on immersion in historical game worlds.
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spelling doab-20.500.12854ir-1758372026-04-20T09:09:46Z Erlebnis Geschichte Pinsker, Tom Digital games History education Video games Assassin's Creed Kingdom Come: Deliverance Anno Historical culture Images of history Historical worlds Cultural memory Historical games Oral history Historical reenactment Virtual worlds Digital history thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society thema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry Encountering history in video games is part of everyday life for people around the world. Medieval castles, battlefields of the world wars, and ancient temples populated by knights, pharaohs, and gladiators feature in titles such as “Assassin’s Creed”, “Anno”, and “Kingdom Come: Deliverance”. Given their diversity and popularity, the question arises as to how players perceive and influence these worlds. What fascinates them about history in video games? When is a representation considered successful or unsuccessful? Is the medium merely entertainment or serious historical culture? Are gamers—as some fear—filled like empty vessels with digital images of history, or do they engage with them individually and reflectively? To find answers, Tom Pinsker conducted 86 interviews with people from various educational and professional groups in Germany, Austria, and Switzerland. The interviewees describe what a “game with history” means to them, when it seems “authentic,” and how they classify the medium in comparison to classroom instruction or nonfiction books. It is particularly important to them that history can be experienced – whether as a soldier in the trenches, as Cleopatra VII, or as a revolutionary in the streets of Paris in 1789. The focus is always on immersion in historical game worlds. 2026-04-20T09:09:45Z 2026-04-20T09:09:45Z 2026-04-16T11:36:43Z 2026 book ONIX_20260415T184305_9783755210313_2 https://library.oapen.org/handle/20.500.12657/112405 9783755210313 9783963174490 https://directory.doabooks.org/handle/20.500.12854/175837 ger open access image/jpeg Attribution-ShareAlike 4.0 International https://library.oapen.org/bitstream/20.500.12657/112405/1/9783755210313.pdf Büchner-Verlag 10.14631/978-3-7552-1031-3 10.14631/978-3-7552-1031-3 2057a33c-abe5-474a-b271-9acaf528f719 9783755210313 9783963174490 530 Marburg open access
spellingShingle Digital games
History education
Video games
Assassin's Creed
Kingdom Come: Deliverance
Anno
Historical culture
Images of history
Historical worlds
Cultural memory
Historical games
Oral history
Historical reenactment
Virtual worlds
Digital history
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society
thema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
Pinsker, Tom
Erlebnis Geschichte
title Erlebnis Geschichte
title_full Erlebnis Geschichte
title_fullStr Erlebnis Geschichte
title_full_unstemmed Erlebnis Geschichte
title_short Erlebnis Geschichte
title_sort erlebnis geschichte
topic Digital games
History education
Video games
Assassin's Creed
Kingdom Come: Deliverance
Anno
Historical culture
Images of history
Historical worlds
Cultural memory
Historical games
Oral history
Historical reenactment
Virtual worlds
Digital history
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society
thema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
topic_facet Digital games
History education
Video games
Assassin's Creed
Kingdom Come: Deliverance
Anno
Historical culture
Images of history
Historical worlds
Cultural memory
Historical games
Oral history
Historical reenactment
Virtual worlds
Digital history
thema EDItEUR::J Society and Social Sciences::JB Society and culture: general::JBC Cultural and media studies::JBCT Media studies::JBCT1 Media studies: internet, digital media and society
thema EDItEUR::A The Arts::AK Design, Industrial and commercial arts, illustration::AKL Illustration and commercial art::AKLF Computer game art
thema EDItEUR::K Economics, Finance, Business and Management::KN Industry and industrial studies::KNT Media, entertainment, information and communication industries::KNTV Computer and video game industry
url ONIX_20260415T184305_9783755210313_2
work_keys_str_mv AT pinskertom erlebnisgeschichte