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
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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
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Návaznosti výsledku
Projekt
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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
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Svazek periodika
16
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
DK - Dánské království
Počet stran výsledku
34
Strana od-do
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Kód UT WoS článku
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EID výsledku v databázi Scopus
2-s2.0-85010955736