Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games
- Author
- Nicholas David Bowman, Alexander Vandewalle (UGent) , Rowan Daneels (UGent) , Yoon Lee and Siyang Chen
- Organization
- Abstract
- Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal replication, we surveyed international fans of the Assassin's Creed franchise about their experiences with one of four different games set in modern history (Unity, Syndicate) or antiquity (Origins, Odyssey). For modern historical games, increased social realism was correlated with enjoyment and increased sense of place was correlated with appreciation. For all games, sense of place was positively associated with tourism intentions. These findings are discussed in relation to the role of perceived realism in the experience and influence of playing historical video games.
- Keywords
- Anthropology, Communication, Cultural Studies, sense of place, historical video games, perceived realism, tourism, replication, SHOOTING GAMES, ENJOYMENT, MEDIA, SATISFACTION, WAR
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Citation
Please use this url to cite or link to this publication: http://hdl.handle.net/1854/LU-01GYRXHAD4PZQRNMQ7R34Z808R
- MLA
- Bowman, Nicholas David, et al. “Animating a Plausible Past : Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions from Historical Video Games.” GAMES AND CULTURE, vol. 19, no. 3, 2024, pp. 286–308, doi:10.1177/15554120231162428.
- APA
- Bowman, N. D., Vandewalle, A., Daneels, R., Lee, Y., & Chen, S. (2024). Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games. GAMES AND CULTURE, 19(3), 286–308. https://doi.org/10.1177/15554120231162428
- Chicago author-date
- Bowman, Nicholas David, Alexander Vandewalle, Rowan Daneels, Yoon Lee, and Siyang Chen. 2024. “Animating a Plausible Past : Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions from Historical Video Games.” GAMES AND CULTURE 19 (3): 286–308. https://doi.org/10.1177/15554120231162428.
- Chicago author-date (all authors)
- Bowman, Nicholas David, Alexander Vandewalle, Rowan Daneels, Yoon Lee, and Siyang Chen. 2024. “Animating a Plausible Past : Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions from Historical Video Games.” GAMES AND CULTURE 19 (3): 286–308. doi:10.1177/15554120231162428.
- Vancouver
- 1.Bowman ND, Vandewalle A, Daneels R, Lee Y, Chen S. Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games. GAMES AND CULTURE. 2024;19(3):286–308.
- IEEE
- [1]N. D. Bowman, A. Vandewalle, R. Daneels, Y. Lee, and S. Chen, “Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games,” GAMES AND CULTURE, vol. 19, no. 3, pp. 286–308, 2024.
@article{01GYRXHAD4PZQRNMQ7R34Z808R,
abstract = {{Historical video games set in famous places in the world history have grown in popularity. The current study extends prior work in analyzing how social realism (a dimension of perceived realism focused on regarding game characters and events as authentic) is related to entertainment outcomes, assessing the extent to which sense of place further contributes to these outcomes, and examining how these experiences encourage tourism. As an internal replication, we surveyed international fans of the Assassin's Creed franchise about their experiences with one of four different games set in modern history (Unity, Syndicate) or antiquity (Origins, Odyssey). For modern historical games, increased social realism was correlated with enjoyment and increased sense of place was correlated with appreciation. For all games, sense of place was positively associated with tourism intentions. These findings are discussed in relation to the role of perceived realism in the experience and influence of playing historical video games.}},
author = {{Bowman, Nicholas David and Vandewalle, Alexander and Daneels, Rowan and Lee, Yoon and Chen, Siyang}},
issn = {{1555-4120}},
journal = {{GAMES AND CULTURE}},
keywords = {{Anthropology,Communication,Cultural Studies,sense of place,historical video games,perceived realism,tourism,replication,SHOOTING GAMES,ENJOYMENT,MEDIA,SATISFACTION,WAR}},
language = {{eng}},
number = {{3}},
pages = {{286--308}},
title = {{Animating a plausible past : perceived realism and sense of place influence entertainment of and tourism intentions from historical video games}},
url = {{http://doi.org/10.1177/15554120231162428}},
volume = {{19}},
year = {{2024}},
}
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