{"title":"游戏的过去-商业视频游戏与历史背景:评价伊朗洛特夫阿里汗游戏","authors":"Mahdi Gheitasi, J. Moreno, S. Hermon, M. Schnabel","doi":"10.21512/jggag.v8i1.9874","DOIUrl":null,"url":null,"abstract":"Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game\",\"authors\":\"Mahdi Gheitasi, J. Moreno, S. Hermon, M. 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引用次数: 1
摘要
虚拟环境在帮助公众体验文化遗产方面具有巨大潜力,可以补充以博物馆、展览、书籍和视觉内容等有形物品为中心的现有工具和实践。为教育目的而设计的电子游戏越来越受欢迎,已经成为一种引人入胜的学习文化内容的新方法。学习体验的特定目标区分了电子游戏的教育用途。毫无疑问,我们可以从电子游戏中学习,但更困难的问题是,谁,什么,在哪里,为什么,以及我们学习的速度有多快,这些问题都不容易回答。本研究考察了商业电子游戏在历史学习中的作用,并利用战略规划和网络分析模型,通过分析其潜力和局限性,旨在提高其有效性。通过对Lotf Ali Khan游戏的案例研究,本文确定了通过商业视频游戏改善历史教育的策略。在这个案例研究中,它可以用来建立一个概念性框架,以了解历史电子游戏在过去的部署趋势,以及SWOT-ANP分析,以确定历史电子游戏可以帮助学习评估主题的主要方式。本案例研究的数据包括二手资料和文件、实地考察、观察和对15名参与者的半结构化访谈,以及其他案例研究(专家和儿童)。根据结果,当电子游戏充分利用以下机会时,便会出现成功的执行:古董,纪念性和关键元素;希望故事;组合的想象力;借来的真实性;历史起源;和合法性
Gaming the Past– Commercial Video Games with historical contexts: Evaluation of the Iranian Lotf Ali Khan Game
Virtual environments have numerous potentials for assisting the general public in experiencing cultural heritage, complementing current tools and practices centered on tangible goods such as museums, exhibitions, books, and visual content. Video games designed for educational purposes, which are becoming increasingly popular, have emerged as a new method of learning cultural content engagingly. The learning experience's specific goal distinguishes the educational use of video games. There is little doubt that we can learn from video games, but the more difficult questions about who, what, where, why, and how quickly we learn are not easily answered. This study examines the role of commercial video games in history learning and aims to enhance their effectiveness by analyzing their potential and limitations, using strategic planning and network analysis models. Through a case study on the Lotf Ali Khan game, it identifies strategies for improving history education through commercial video games. In this case study, it can be utilized to establish a conceptual framework for current trends in deployments of the past in historically focused video games, as well as a SWOT-ANP analysis to determine the major ways in which historical video games can aid in learning the subject matter under assessment. The data for this case study includes secondary sources and documents, fieldwork, observations, and semi-structured interviews with fifteen participants, as with other case studies (experts and children). Following the results, successful implementation occurs when a video game fully utilizes the following opportunities: antiquarian, monumental, and critical elements; wish story; composite imagination; borrowed authenticity; historical provenance; and legitimacy