Czech and Slovak cultural heritage in video games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216208%3A11210%2F24%3A10484535" target="_blank" >RIV/00216208:11210/24:10484535 - isvavai.cz</a>
Výsledek na webu
<a href="https://doi.org/10.4324/9781003461326-10" target="_blank" >https://doi.org/10.4324/9781003461326-10</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.4324/9781003461326-10" target="_blank" >10.4324/9781003461326-10</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Czech and Slovak cultural heritage in video games
Popis výsledku v původním jazyce
The chapter focuses on the depiction of Czech heritage sites in contemporary video games. The methodological starting point is not only the traditional approaches of memory and heritage studies, but also Espen Aarseth's thesis on reconstructions of physical worlds in video games (ludoforming). In particular, the distinction between game topography and topology allows for finding and analyzing the different roles of heritage sites in games. At the core of the chapter are empirical probes based on the Czech games Kingdom Come: Deliverance and Hrot. The theses of the chapter are then complemented by partial findings regarding the representation of the past in the Slovak game Felvidek. The main conclusion based on the analysis is primarily a confirmation of the relationship between the way the historical landscape is portrayed and the commemorative acts that the game stimulates. Accurately depicted historical landscapes stimulate the discovery of historical artifacts (even in the real world), while more schematic depictions of memory sites rely primarily on historical meanings of places that originated outside the game.
Název v anglickém jazyce
Czech and Slovak cultural heritage in video games
Popis výsledku anglicky
The chapter focuses on the depiction of Czech heritage sites in contemporary video games. The methodological starting point is not only the traditional approaches of memory and heritage studies, but also Espen Aarseth's thesis on reconstructions of physical worlds in video games (ludoforming). In particular, the distinction between game topography and topology allows for finding and analyzing the different roles of heritage sites in games. At the core of the chapter are empirical probes based on the Czech games Kingdom Come: Deliverance and Hrot. The theses of the chapter are then complemented by partial findings regarding the representation of the past in the Slovak game Felvidek. The main conclusion based on the analysis is primarily a confirmation of the relationship between the way the historical landscape is portrayed and the commemorative acts that the game stimulates. Accurately depicted historical landscapes stimulate the discovery of historical artifacts (even in the real world), while more schematic depictions of memory sites rely primarily on historical meanings of places that originated outside the game.
Klasifikace
Druh
C - Kapitola v odborné knize
CEP obor
—
OECD FORD obor
50803 - Information science (social aspects)
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2024
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název knihy nebo sborníku
Central and Eastern European Histories and Heritages in Video Games
ISBN
978-1-03-260967-6
Počet stran výsledku
17
Strana od-do
174-190
Počet stran knihy
248
Název nakladatele
Routledge
Místo vydání
London
Kód UT WoS kapitoly
—