Gamification of the Middle Ages: Educational Discourse of “Kingdom Come: Deliverance”

A. Sukhov
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Abstract

The growing attention to the Middle Ages in scientific discourse (neo-medievalism, H. Bull, A. C. Arend, S. J. Kobrin), in traditional media and popular culture (e.g. “The Last Kingdom” television series) in turn, led to a widespread representation of medieval theme in digital new media and virtual reality of modern video games. The paper investigates the gamification of the Middle Ages on the example of one of the most historically accurate video games, “Kingdom Come: Deliverance” (KCD). This role-playing game with its careful attention to historical heritage can be an educational game tutorial on medieval history (in the setting of the medieval Kingdom of Bohemia). KCD represents period-accurate society, politics and religion, as well as weapons, clothing, combat techniques, and architecture (recreated with the assistance of architects and historians), historical events, characters and immersive gameplay. The medieval history, boring for some students, takes on fascinating forms of a role-playing video game. The virtual world of KCD can help solve the problem of student motivation and “involvement” (E. Goffman). The emphasis, in this case, is not on the formal academic extrinsic motivation, but on the intrinsic motivation (A. Marczewski) and key drivers for motivation (Y.-K. Chou), provided by the detailed, and historically accurate virtual medieval world of KCD, both at the ludological (gameplay) and narratological (historical plot) levels. This allows us to speak of KCD, as, in fact, gamification of the Middle Ages. In terms of methodology, the study uses the actual models and theories of gamification (Y.-K. Chou, A. Marczewski, S. Deterding, R. Bartle), the dichotomy of ludology and narratology (G. Frasca, J. Juul), the non-reductionist approach (I. Bogost), the concept of the “involvement” (E. Goffman), the principle of historicism and regional typology. The findings of the paper can be useful for modern educational, historical, cultural and game studies.
中世纪的游戏化:“天国降临:救赎”的教育话语
科学话语(neo- medialism, H. Bull, a . C. Arend, S. J. Kobrin)、传统媒体和流行文化(如《最后的王国》电视剧)对中世纪的关注不断增加,导致中世纪主题在数字新媒体和现代电子游戏的虚拟现实中得到广泛体现。本文以历史上最准确的电子游戏之一《Kingdom Come: Deliverance》(KCD)为例,研究中世纪的游戏化。这款关注历史遗产的角色扮演游戏可以作为中世纪历史的教育游戏教程(游戏邦注:以中世纪的波西米亚王国为背景)。KCD代表了准确的社会,政治和宗教,以及武器,服装,战斗技术,建筑(在建筑师和历史学家的帮助下重建),历史事件,人物和沉浸式游戏。对一些学生来说很无聊的中世纪历史,呈现出一种令人着迷的角色扮演电子游戏形式。KCD的虚拟世界有助于解决学生的动机和“参与”问题(E. Goffman)。在这种情况下,重点不是正式的学术外在动机,而是内在动机(A. Marczewski)和动机的关键驱动因素(Y.-K.)。,由KCD提供详细的,历史上准确的虚拟中世纪世界,无论是在游戏学(游戏玩法)还是叙事学(历史情节)层面。这让我们可以说KCD,实际上是中世纪的游戏化。在方法论上,本研究采用了游戏化的实际模型和理论(y - k。Chou, A. Marczewski, S. Deterding, R. Bartle), ludology和叙事学的二分法(G. Frasca, J. Juul),非还原主义方法(I. Bogost),“参与”的概念(E. Goffman),历史主义原则和区域类型学。本文的研究结果对现代教育、历史、文化和游戏研究具有借鉴意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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