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Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F16%3A10332497" target="_blank" >RIV/00216208:11210/16:10332497 - isvavai.cz</a>

  • Result on the web

    <a href="http://gamestudies.org/1602/articles/sisler" target="_blank" >http://gamestudies.org/1602/articles/sisler</a>

  • DOI - Digital Object Identifier

Alternative languages

  • Result language

    angličtina

  • Original language name

    Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History

  • Original language description

    This article critically discusses the possibilities and limitations of videogames in dealing with contentious and emotionally-charged issues from contemporary history, in particular civilian perspectives on war and the trauma therefrom. In doing so, it briefly examines how history and war are represented in mainstream videogames and, subsequently, how these dominant frames of representation are challenged and refashioned within the emerging genre of historical serious games. Regarding the latter, this article focuses on a case study of Czechoslovakia 38-89: Assassination, a serious game on contemporary history, which we developed in 2015 at Charles University and the Academy of Sciences of the Czech Republic. It specifically examines how the Czech historical memory of World War II is presented via the game and it critically discusses design challenges stemming from adapting real persons' - oftentimes ethically-and emotionally-loaded - testimonies in order to construct in-game narratives. In particular, the article discusses the intersections and tensions between authenticity and fiction, realism and schematization, and narrative and procedure. Finally, the article critically investigates the perception and acceptance of Czechoslovakia 38-89: Assassination by Czech teachers and students, as well as the general public in the Czech Republic. To this end, it analyzes how the game's meaning potential is disseminated to and negotiated by concrete audiences in different contexts of reception.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>x</sub> - Unclassified - Peer-reviewed scientific article (Jimp, Jsc and Jost)

  • CEP classification

    AJ - Literature, mass media, audio-visual activities

  • OECD FORD branch

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach<br>I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2016

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Game Studies [online]

  • ISSN

    1604-7982

  • e-ISSN

  • Volume of the periodical

    16

  • Issue of the periodical within the volume

    2

  • Country of publishing house

    DK - DENMARK

  • Number of pages

    34

  • Pages from-to

  • UT code for WoS article

  • EID of the result in the Scopus database

    2-s2.0-85010955736