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

Identifikátory výsledku

  • Kód výsledku v 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>

  • Výsledek na webu

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

  • DOI - Digital Object Identifier

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

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

  • Popis výsledku v původním jazyce

    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.

  • Název v anglickém jazyce

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

  • Popis výsledku anglicky

    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.

Klasifikace

  • Druh

    J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)

  • CEP obor

    AJ - Písemnictví, mas–media, audiovize

  • OECD FORD obor

Návaznosti výsledku

  • Projekt

  • Návaznosti

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

Ostatní

  • Rok uplatnění

    2016

  • Kód důvěrnosti údajů

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

Údaje specifické pro druh výsledku

  • Název periodika

    Game Studies [online]

  • ISSN

    1604-7982

  • e-ISSN

  • Svazek periodika

    16

  • Číslo periodika v rámci svazku

    2

  • Stát vydavatele periodika

    DK - Dánské království

  • Počet stran výsledku

    34

  • Strana od-do

  • Kód UT WoS článku

  • EID výsledku v databázi Scopus

    2-s2.0-85010955736