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Outputs (21)

Analysing The Prospects For The Chinese Console Game Industry Based On The Case Studies Of US European And Japanese Markets (2025)
Thesis

This research focuses on the prospects of the Chinese video game industry by
analysing market analyses from the US, Europe and Japan. It employs a
comprehensive mixed-method approach that integrates both quantitative and
qualitative research metho... Read More about Analysing The Prospects For The Chinese Console Game Industry Based On The Case Studies Of US European And Japanese Markets.

Gaming the Industrial Revolution. Participatory design with historical data for classroom learning (2024)
Presentation / Conference Contribution

Industrial Re:evolution is an educational game developed by a collaborative team of educators, historians, game designers, and developers. The game allows students to hypothesise about the underlying causal mechanisms of the Industrial Revolution whi... Read More about Gaming the Industrial Revolution. Participatory design with historical data for classroom learning.

Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour (2023)
Book Chapter
Hiriart, J. (2023). Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour. In E. Champion, & J. F. H. Vera (Eds.), Assassin’s Creed‹ in the Classroom, History’s Playground or a Stab in the Dark? (133--150). De Gruyter. https://doi.org/10.1515/9783111253275-007

This chapter explores the integration of empathy and historical learning in Assassin’s Creed Valhalla Discovery Tour (VDT). By introducing mission quests in VDT, the game establishes empathic connections between players and historical characters, pre... Read More about Empathy and Historical Learning in Assassin’s Creed Valhalla Discovery Tour.