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All Outputs (6)

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.

Designing video games for history classrooms (2022)
Book Chapter
Hiriart, J. (2022). Designing video games for history classrooms. In S. Bertoldi, & A. Mariotti (Eds.), The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games (56-65). Oxford: Archaeopress

History is very much present in children's lives through a myriad of cultural products varying from TV shows, historical fiction books, films and video games. The latter undoubtedly has become one of the most popular engagements with the past for new... Read More about Designing video games for history classrooms.

Playing with taskscapes : representing medieval life through video games technologies (2021)
Book Chapter
Hiriart, J. (2021). Playing with taskscapes : representing medieval life through video games technologies. In K. Alvestad, & R. Houghton (Eds.), The Middle Ages in Modern Culture: History and Authenticity in Contemporary Medievalism (174-185). Bloomsbury. https://doi.org/10.5040/9781350167452.0020

This paper explores the affordances and limitations of video games as a medium for the representation and meaningful understanding of the past, focusing on the early medieval period of British history. This study is led by the ideas exposed by Tim In... Read More about Playing with taskscapes : representing medieval life through video games technologies.

Designing and using digital games as historical learning contexts for primary school classrooms (2019)
Book Chapter
Hiriart, J. (2019). Designing and using digital games as historical learning contexts for primary school classrooms. In A. Von Lunen, K. Lewis, B. Litherland, & P. Cullum (Eds.), Historia Ludens : The Playing Historian (37-53). London, United Kingdom: Taylor & Francis Ltd

In the last decades, digital games based on historical themes or settings have become an important form of historical engagement. In many ways, this new way to connect with the past presents unique characteristics, different from previous forms of hi... Read More about Designing and using digital games as historical learning contexts for primary school classrooms.