But that's not accurate: the differing perceptions of accuracy in cultural-heritage videogames between creators, consumers and critics

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But that's not accurate : the differing perceptions of accuracy in cultural-heritage videogames between creators, consumers and critics. / Copplestone, Tara Jane.

I: Rethinking History, Bind 21, Nr. 3, 2017, s. 415-438.

Publikation: Bidrag til tidsskrift/Konferencebidrag i tidsskrift /Bidrag til avisTidsskriftartikelForskningpeer review

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@article{0732a479017f4d2fb95e42101f509ff1,
title = "But that's not accurate: the differing perceptions of accuracy in cultural-heritage videogames between creators, consumers and critics",
abstract = "Videogames containing cultural-heritage have been constructed, consumed and critiqued in increasing quantities over the past 20years. One of the key concerns expressed in both formal and informal literature surrounding these games has been the concept of accuracy in relation to the represented cultural-heritage. However, limited dialogue between videogame developers, gamers and cultural-heritage professionals has meant that there is surprisingly little primary data regarding how these groups are constructing, experiencing or analysing ideas of accuracy. This paper aims to provide a foundation for understanding how and why accuracy is conceptualised, implemented and assessed in videogames by the developers, gamers and cultural-heritage professionals who are involved in their creation, consumption and critique. To achieve this, the article critically analyses 156 interviews conducted with members of the videogame industry, gamers and cultural-heritage professionals. This analysis uses the concepts of reconstructionist, constructionist, and deconstructionist history to frame responses to the questions what is accuracy in cultural-heritage videogames?' and does accuracy matter in cultural-heritage videogames - why or why not?'.",
keywords = "Accuracy, authenticity, cultural-heritage, videogame, game development",
author = "Copplestone, {Tara Jane}",
year = "2017",
doi = "10.1080/13642529.2017.1256615",
language = "English",
volume = "21",
pages = "415--438",
journal = "Rethinking History",
issn = "1364-2529",
publisher = "Routledge",
number = "3",

}

RIS

TY - JOUR

T1 - But that's not accurate

T2 - the differing perceptions of accuracy in cultural-heritage videogames between creators, consumers and critics

AU - Copplestone, Tara Jane

PY - 2017

Y1 - 2017

N2 - Videogames containing cultural-heritage have been constructed, consumed and critiqued in increasing quantities over the past 20years. One of the key concerns expressed in both formal and informal literature surrounding these games has been the concept of accuracy in relation to the represented cultural-heritage. However, limited dialogue between videogame developers, gamers and cultural-heritage professionals has meant that there is surprisingly little primary data regarding how these groups are constructing, experiencing or analysing ideas of accuracy. This paper aims to provide a foundation for understanding how and why accuracy is conceptualised, implemented and assessed in videogames by the developers, gamers and cultural-heritage professionals who are involved in their creation, consumption and critique. To achieve this, the article critically analyses 156 interviews conducted with members of the videogame industry, gamers and cultural-heritage professionals. This analysis uses the concepts of reconstructionist, constructionist, and deconstructionist history to frame responses to the questions what is accuracy in cultural-heritage videogames?' and does accuracy matter in cultural-heritage videogames - why or why not?'.

AB - Videogames containing cultural-heritage have been constructed, consumed and critiqued in increasing quantities over the past 20years. One of the key concerns expressed in both formal and informal literature surrounding these games has been the concept of accuracy in relation to the represented cultural-heritage. However, limited dialogue between videogame developers, gamers and cultural-heritage professionals has meant that there is surprisingly little primary data regarding how these groups are constructing, experiencing or analysing ideas of accuracy. This paper aims to provide a foundation for understanding how and why accuracy is conceptualised, implemented and assessed in videogames by the developers, gamers and cultural-heritage professionals who are involved in their creation, consumption and critique. To achieve this, the article critically analyses 156 interviews conducted with members of the videogame industry, gamers and cultural-heritage professionals. This analysis uses the concepts of reconstructionist, constructionist, and deconstructionist history to frame responses to the questions what is accuracy in cultural-heritage videogames?' and does accuracy matter in cultural-heritage videogames - why or why not?'.

KW - Accuracy

KW - authenticity

KW - cultural-heritage

KW - videogame

KW - game development

U2 - 10.1080/13642529.2017.1256615

DO - 10.1080/13642529.2017.1256615

M3 - Journal article

VL - 21

SP - 415

EP - 438

JO - Rethinking History

JF - Rethinking History

SN - 1364-2529

IS - 3

ER -