Javascript must be enabled to continue!
Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 2000
View through CrossRef
This article demonstrates how digital games can confirm or subvert national historical discourses. The author analyzes selected 20th-century French historical adventure digital games about absolutist France and the subsequent French Revolution. Although most of them focused on reconstructing the era (e.g., the state-funded Versailles 1685), the emphasis is placed on two games by Patrick Beaujouan ( Le Passager du temps and Conspiration de l’an III). Their subversive content undermined the sense of reconstructing historical events on the screen. However, as the author concludes, the subversive content of Beaujouan’s games had its prize because they lacked the technical and institutional support that restorative projects such as Versailles 1685 had. However, Beaujouan’s games show that every “historical” game tells us more about contemporary discourses than past events.
Title: Playing (Against) the Heritage: Absolutism and the French Revolution in French Digital Games Before 2000
Description:
This article demonstrates how digital games can confirm or subvert national historical discourses.
The author analyzes selected 20th-century French historical adventure digital games about absolutist France and the subsequent French Revolution.
Although most of them focused on reconstructing the era (e.
g.
, the state-funded Versailles 1685), the emphasis is placed on two games by Patrick Beaujouan ( Le Passager du temps and Conspiration de l’an III).
Their subversive content undermined the sense of reconstructing historical events on the screen.
However, as the author concludes, the subversive content of Beaujouan’s games had its prize because they lacked the technical and institutional support that restorative projects such as Versailles 1685 had.
However, Beaujouan’s games show that every “historical” game tells us more about contemporary discourses than past events.
Related Results
Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
Playing Pregnancy: The Ludification and Gamification of Expectant Motherhood in Smartphone Apps
IntroductionLike other forms of embodiment, pregnancy has increasingly become subject to representation and interpretation via digital technologies. Pregnancy and the unborn entity...
The influence of micro influencers and digital marketing on product purchasing decisions at tiktok shop in bengkulu city
The influence of micro influencers and digital marketing on product purchasing decisions at tiktok shop in bengkulu city
THE INFLUENCE OF MICRO-INFLUENCERS AND DIGITAL MARKETING ON PURCHASE DECISIONS OF TIKTOK SHOP CUSTOMERS IN BENGKULU CITY
Andhes Tiani Putri, Meylaty F
12Faculty Of Economic
E...
Ethnography in Play: Didactic Games of Russian Germans
Ethnography in Play: Didactic Games of Russian Germans
This article presents the case of creating educational games with linguistic, ethnic and cultural components. Games are viewed as a means of conveying important cultural informatio...
Absolutism
Absolutism
The term ‘absolutism’ describes a form of government in which the authority of the ruler is subject to no theoretical or legal constraints. In the language of Roman law – which pla...
Blunt Chest Trauma and Chylothorax: A Systematic Review
Blunt Chest Trauma and Chylothorax: A Systematic Review
Abstract
Introduction: Although traumatic chylothorax is predominantly associated with penetrating injuries, instances following blunt trauma, as a rare and challenging condition, ...
Corporate heritage, corporate heritage marketing, and total corporate heritage communications
Corporate heritage, corporate heritage marketing, and total corporate heritage communications
PurposeThe purpose of this paper is to advance the general understanding of the corporate heritage domain. The paper seeks to specify the requisites of corporate heritage and to in...
Acceptance of Serious Games to Develop Digital Competencies in Higher Education Professors
Acceptance of Serious Games to Develop Digital Competencies in Higher Education Professors
Serious games are the focus of the current research agenda. They show promise for allowing students to learn and practice skills. In fewer studies, they are used for the developmen...

