Impacto de los videojuegos narrativos en la percepción del patrimonio cultural: un análisis cualitativo de Assassin's Creed en estudiantes universitarios

Research on the interaction of students with educational video games that integrate elements of cultural heritage remains limited. Generally, studies focus on the mediation of educators in this interaction or on the direct analysis of the games. This has created a gap in our understanding of the meanings that students develop on their own while playing these video games. This study, based on qualitative interviews, examines the video game franchise Assassin's Creed, which recreates various historical periods and cultures through detailed narratives and settings. Participants indicated that the game offered them an immersive perspective on cultural heritage, different from the traditional educational experience in classrooms. They expressed a personal connection with non-playable characters (NPCs) and gained a more detailed and realistic understanding of the diverse perspectives in these natural, cultural, and social environments. Furthermore, they were willing to let their perceptions of cultural heritage be shaped by the game and reflected on the ethical and social implications of heritage representation in digital media. However, they showed a tendency to overlook opportunities for a more critical and in-depth analysis of these digital experiences. This highlights the need to explore strategies to foster a critical approach in the study of gaming experiences and underscores the importance of strengthening the human connection with heritage in heritage education.

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Publication Details

Journal
REIDICS Revista de Investigaciónen Didáctica de las Ciencias Sociales
Published
2024-10-10
DOI
https://doi.org/10.17398/2531-0968.15.149
Citations
1
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
1.13
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article

Impacto de los videojuegos narrativos en la percepción del patrimonio cultural: un análisis cualitativo de Assassin's Creed en estudiantes universitarios

Begoña Serrano Arnáez, María de la Encarnación Cambil Hernández, María Pilar Cáceres Reche, Daniel Camuñas García
1 citations
REIDICS Revista de Investigaciónen Didáctica de las Ciencias Sociales
Digital Games and Media
1.13
article

Impacto de los videojuegos narrativos en la percepción del patrimonio cultural: un análisis cualitativo de Assassin's Creed en estudiantes universitarios

Begoña Serrano Arnáez, María de la Encarnación Cambil Hernández, María Pilar Cáceres Reche, Daniel Camuñas García
article en
1 citations

Abstract

Research on the interaction of students with educational video games that integrate elements of cultural heritage remains limited. Generally, studies focus on the mediation of educators in this interaction or on the direct analysis of the games. This has created a gap in our understanding of the meanings that students develop on their own while playing these video games. This study, based on qualitative interviews, examines the video game franchise Assassin's Creed, which recreates various historical periods and cultures through detailed narratives and settings. Participants indicated that the game offered them an immersive perspective on cultural heritage, different from the traditional educational experience in classrooms. They expressed a personal connection with non-playable characters (NPCs) and gained a more detailed and realistic understanding of the diverse perspectives in these natural, cultural, and social environments. Furthermore, they were willing to let their perceptions of cultural heritage be shaped by the game and reflected on the ethical and social implications of heritage representation in digital media. However, they showed a tendency to overlook opportunities for a more critical and in-depth analysis of these digital experiences. This highlights the need to explore strategies to foster a critical approach in the study of gaming experiences and underscores the importance of strengthening the human connection with heritage in heritage education.

REIDICS Revista de Investigaciónen Didáctica de las Ciencias Sociales(15)
Universidad de Granada (ES)
Sustainable cities and communities
Openalex Percentile: Top 16%
Digital Games and Media
1.13
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