Zimmermann, Felix: Historical Digital Games as Experiences: How Atmospheres of the Past Satisfy Needs of Authenticity, in Bonner, Marc (Hrsg.): Game | World | Architectonics: Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception, Heidelberg: Heidelberg University Publishing, 2021, S. 19–34. https://doi.org/10.17885/heiup.752.c10376

Identifier (Buch)

ISBN 978-3-96822-047-5 (Hardcover)
ISBN 978-3-96822-048-2 (PDF)
ISBN 978-3-96822-114-4 (Softcover)




Felix Zimmermann

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