Fora de jogo: compreensão histórica e jogos digitais
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Filipe Penicheiro
Digital games are leisure products that are part of popular culture, in which
entertainment is given priority over historical accuracy. This article aims to
contextualize this medium’s challenges as regards the dissemination and
learning of history, highlighting the unique characteristics that make it
essential to consider the problem from the perspective of understanding these
complex phenomena in the context of history. The results of game experiences
are presented based on the title (game) “Portugal 1111- The conquest of
Soure” and we show how the development of historical understanding was
enhanced in the game, and how questioning, contextualisation and
corroboration of that understanding forms the cornerstone of the digital game.
entertainment is given priority over historical accuracy. This article aims to
contextualize this medium’s challenges as regards the dissemination and
learning of history, highlighting the unique characteristics that make it
essential to consider the problem from the perspective of understanding these
complex phenomena in the context of history. The results of game experiences
are presented based on the title (game) “Portugal 1111- The conquest of
Soure” and we show how the development of historical understanding was
enhanced in the game, and how questioning, contextualisation and
corroboration of that understanding forms the cornerstone of the digital game.
Paraules clau
Digital games, historical education, historical communication, simulations, historical understanding
Article Details
Com citar
Penicheiro, Filipe. «Fora de jogo: compreensão histórica e jogos digitais». Obra digital: revista de comunicación, 2014, núm. 6, p. 25-33, https://raco.cat/index.php/ObraDigital/article/view/282680.