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Historical Digital Games as Experiences: How Atmospheres of the Past Satisfy Needs of Authenticity
Abstract In this chapter, historical digital games are identified as offerings of an experience economy comparable to formats of heritage tourism or living his-tory. As such, the historical digital game aims to satisfy needs of authenticity. Authenticity is subsequently defined as a feeling rather than an objective quality and thereby separated from accuracy. To evoke this feeling, a game like Assassin’s Creed Odyssey (Ubisoft Montreal, Quebec 2018) employs atmospheres of the past, which are introduced as a novel concept in this chapter. Finally, a prelim-inary framework between the poles of situations and constellations is offered to enable researchers to analyse such atmospheres.
Keywords Atmospheres, authenticity, accuracy, phenomenology, public histo-ry, experience, tourism, heritage, Assassin’s Creed Odyssey