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Gameplay and historical consciousness in Dragon Age: Origins and Dragon Age II (Bioware)
Linnéuniversitetet, Fakultetsnämnden för humaniora och samhällsvetenskap, Institutionen för kulturvetenskaper, KV.
2012 (engelsk)Inngår i: Meaningful Play 2012 Conference Proceedings, 2012Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This article deals with the historical consciousness in Dragon Age: Origins and Dragon Age II

(2009-2011 BioWare) which is a single-player third-person role-playing video game series

within the fantasy-medieval context. In order to know how gameplay operates with its

dystopian fictional present, the article analyzes how the two video games create a spatial and

temporal connection between past, present and future in a fictional history inspired by dystopian

Sword and Sorcery-fantasy. This article is based on the assumption that

understanding the projective identity through a Playing Character (PC) as a part of a flow of

time with a past, a present and a future in the game, is a crucial part of the gameplay. This

article stresses that the two games within the series turn out differently according to the

gameplay;

Dragon Age: Origins develop from an apocalyptic and dystopian place (a world

full of threats) into a eutopian place (a good location) whereas

Dragon Age II remains in a

dystopian plot.

 

sted, utgiver, år, opplag, sider
2012.
Emneord [en]
Historical consciousness, gameplay, role-playing, fantasy, Dragon Age, Video
HSV kategori
Forskningsprogram
Humaniora, Historia – didaktisk inriktning
Identifikatorer
URN: urn:nbn:se:lnu:diva-26229OAI: oai:DiVA.org:lnu-26229DiVA, id: diva2:626784
Konferanse
Meaningful Play, October 18 - 20, 2012 in East Lansing, on the campus of Michigan State University, MI, USA
Tilgjengelig fra: 2013-06-10 Laget: 2013-06-10 Sist oppdatert: 2014-01-15bibliografisk kontrollert

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http://meaningfulplay.msu.edu/proceedings2012/

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Trenter, Cecilia

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