Culture & History Digital Journal, Vol 9, No 1 (2020)

Aesthetic uses of the past and limits in the reconstruction of historical spaces inside a videogame


https://doi.org/10.3989/chdj.2020.004

Alberto Venegas Ramos
Murcia University. Department of Prehistory, Archaeology, Ancient History, Medieval History and Historiographical techniques, Spain
orcid https://orcid.org/0000-0002-5621-7749

Abstract


Along the last years we have assisted to the release of a great number of videogames set in the past as, for example, Assassin’s Creed: Origins (Ubisoft, 2017). This game offered the player the possibility to tour the city of Alexandria during the first century before Christ. My intention in this text is to develop the use of the past in the reconstruction of urban digital spaces through three video-game sagas, BioShock (Irrational Games y 2K Marin, 2007 – 2013), Uncharted (Naughty Dog, 2006 – 2017) and Assassin’s Creed (Ubisoft, 2007 – 2017). Each one of them will serve us to develop and examine the aesthetic uses of the past in the reconstruction of urban digital spaces through the proposed concepts: design, consumption and production. Irrational Games’ saga will help us to understand the first concept, the Naughty Dog one the second and the Ubisoft one the third. After these three sections we will elaborate a final section where we will build the video-game as a mass culture medium with other media of same scope and shared features.

Keywords


History; Public use; Mass medium; Video games; Space; City

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