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Assassin’s Creed: A Multi-Cultural Read

TLDR
In this article, the authors provide an analysis of the experience of playing Assassins' Creed from the perspectives of this paper's four co-authors, who represent two different cultural viewpoints: Middle-Eastern and Western, as well as different intellectual disciplinary backgrounds, including architecture, theatre, and computer science.
Abstract
Video game playing is becoming a predominant part of popular culture. Games, like Assassin’s Creed (Ubisoft, released 2007), The Sims (Maxis, released 2000), Guitar Hero (RedOctane, released 2005), and World of War Craft (Bilizzard, released 2004), have attracted many players from different cultures and age groups. In this paper, we propose that the experience of playing a video game, like Assassin’s Creed, is a personal experience shaped through one’s emotional values, expectations, knowledge, and attitudes as influenced by culture. To validate this claim, we provide an analysis of the experience of playing Assassins’ Creed from the perspectives of this paper’s four co-authors, who represent two different cultural viewpoints: Middle-Eastern and Western, as well as different intellectual disciplinary backgrounds, including architecture, theatre, and computer science. To someone from the Middle-East, for example, the game aroused many nostalgic feelings through its simulated Middle-Eastern cities, the use of Arabic words, accents and gestures, and the detailed Middle-Eastern architectural design. While such small details meant much when viewed through a Middle-Eastern eye, their values were different when viewed through a Western eye. From a Western perspective, the game play experience was heightened through the beautiful architectural detail and the use of the environment layout as a function of gameplay, such as the use of rooftops for platforming, fast movement and flying-like actions, and stealth. Thus, apparently the way the game was experienced was very different when viewed through people with different cultural backgrounds. In this paper, we aim to show this claim through thorough analysis of the game as experienced by the co¬authors.

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Book ChapterDOI

Experience in serious games: between positive and serious experience

TL;DR: What experience beyond positive looks like, how it is not always "uncomfortable" and how it can be classed as entertainment, and how the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience.

The Elder Scrolls V: Skyrim and its audience as a world-building benchmark for Indigenous virtual cultural heritage.

TL;DR: The Elder Scrolls V: Skyrim as mentioned in this paper is a popular open-world role-playing game for the preservation of Aboriginal Australian cultural heritage (CH) and it is a challenge acknowledged by communities, scholars, and policymakers.
Journal ArticleDOI

Time and space in digital game storytelling

TL;DR: This paper applies a game-specific framework for analyzing the design of narrative time and narrative space against a case analysis and grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.

The Tyranny of Realism: Historical accuracy and politics of representation in Assassin’s Creed III

TL;DR: In this paper, the authors argue that the game's ludic and narrative possibilities limit its ability to critique colonial powers during the American Revolution, and they discuss how the expected audience, that is Ubisoft's construction of the intended player, is reflected in each of these decisions and limits the emancipatory possibilities of AC3.
Journal ArticleDOI

“Assassin’s Creed reminds us that history is human experience”: Students’ senses of empathy while playing a narrative video game

TL;DR: This article used historical video games as a site of inquiry to foster a sense of human connection to history through social education, and found that players were willing to allow the games to rewrite their beliefs about history, and theorized about the games' historical accuracy.
References
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Image of the city

Abstract: What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -- imageability -- and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Book

The Image of the City

Kevin Lynch
TL;DR: In this article, Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion -imageability -and shows its potential value as a guide for the building and rebuilding of cities.
Book

Game Design Workshop

TL;DR: The Role of the Game Designer and the Design Document: Understanding the Game Industry and Selling Yourself and Your Ideas to the Game industry.