Story versus history: the contentious creation of the historical videogame Versailles 1685 Story versus history Versailles 1685: A Game of Intrigue was a historical videogame released in 1996. It claimed to be the first ludo-educational videogame. This paper intends to highlight the conflictual creation of the game Versailles 1685 through the study of its creation process. During the design of this game, two visions were at odds with each other: a historical approach versus an entertainment approach. According to our findings, this conflict shaped the final gameplay of the game, which led to inconsistencies and the limitation of the players' "historical agency." Although, in 1996, the debate between story and history was private for Versailles 1685, the question of the scientific authenticity of historical games is now a topic of interest for both scholars and videogames players. We hope that this paper will help understand Versailles 1685 and shine a new light on this question. Versailles 1685: Complot à la Cour du Roi Soleil est un jeu vidéo qui a été publié en 1996. Il affirmait être le premier jeu vidéo ludo-éducatif. Cet article a pour but de mettre en lumière la création conflictuelle du jeu Versailles 1685 à travers l'étude de son processus de création. Pendant la conception du jeu, deux visions se sont opposées: une approche historique contre une approche de loisir. D'après nos conclusions, ce conflit a façonné le gameplay final du jeu, ce qui a conduit à des incohérences et à la limitation du "pouvoir historique" du joueur. Si, en 1996, la place de la fiction et de l'histoire fut un sujet de débat privé pour le jeu Versailles 1685, la question de l'authenticité scientifique des jeux historiques est maintenant un sujet important à la fois pour les chercheurs et les joueurs de jeu vidéo. Nous espérons que cet article permettra la compréhension du jeu Versailles 1685 et permettra d'apporter un nouvel éclairage sur cette question.
Games are increasingly proven to be effective learning tools through a multitude of methodologies and approaches and this is no different for issues relating to the environment and the place of humans within it. We collaborated with the Eden Project to create a mobile game addressing some concerns on the ecological awareness of visitors that they raised with us: a mobile garden management game with a plant recognition technology. Such a project proved a valuable opportunity to understand how a game for smart devices might promote short-term ecological awareness for a general audience. Using a research creation methodology, we analyse, document and run a limited empirical study through user experience testing on players to investigate if the game had an effect on their ecological awareness.
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