Rats, Plagues, and Children, Oh My! Multimodal Representations of the Past in Historical Games

Author:

Redder Ben Dorrington1,Schott Gareth2

Affiliation:

1. University of Waikato, Cambridge, New Zealand, bcs10@students.waikato.ac.nz

2. PhD; Screen and Media Department, Faculty of Arts and Social Sciences, University of Waikato, Cambridge, New Zealand, gareth.schott@waikato.ac.nz

Abstract

Abstract Since their inception, Game Studies and its sub-discipline Historical Game Studies have stressed the pedagogical potential of (historical) games for learning. Today, popular off-the-shelf historical digital games such as Assassin’s Creed: Origins (2017), Total War: Three Kingdoms (2019), and Red Dead Redemption (2010) have achieved period-faithful and authentic interactive representations of elements of history that possess pedagogical value distinct from written accounts. To substantiate this claim, the authors forward a multimodal account of the varied ways in which historical knowledge is present in both game design and the gameplay experience. Their approach is illustrated with an under-investigated (yet valuable) mode of historical exploration – ‘Imaginative History.’ Using video and/or screen captures from several sequences of recorded game footage taken from A Plague Tale: Innocence, the authors present a case example from the game’s fantastical portrayal of the Black Death plague. The game’s value for teaching and learning is examined in relation to its re-mediation and subversion of past pre-modern folklore imaginations and beliefs concerning the Black Death. The authors also account for the relevance of the way games achieve a specific mode of engagement that is experientially based and structured within gameplay.

Publisher

Brill

Subject

Education

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