Swords, sandals, and selfies: videogame-induced tourism
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(Published version)
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2023
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Champion, E.
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Champion, E.
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Book chapter
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Source details - Title: Screen Tourism and Affective Landscapes, 2023 / Champion, E. (ed./s), Ch.14, pp.238-252
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Abstract
The prospect and potential of videogame-induced tourism have only recently been discussed in academic publications. This chapter will examine three possible reasons why, and suggest new developments that may accelerate the impact of videogames on tourism (and the related experiencing of affective landscapes). The main case study will be Assassin’s Creed: Odyssey. This 2019 game draws the player into the exploration of idyllic and war-torn historic and mythic landscapes of Athens and Sparta, via questing and simulated violence. It also features a non-violent “Discovery” mode, photographic functions, and a Story Creator mode allowing quests (and in-game photos) to be designed and shared with other players. Beyond violent gameplay, Assassin’s Creed: Odyssey allows the exploration of idyllic historic landscapes and heritage sites. Given the company employs both high-quality designers and professional historians (and archaeologists), we can employ such sandbox games both as a pre-visitation visualization tool and as a hybrid fictional factual learning environment.
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Copyright 2023 selection and editorial matter, by Erik Champion, Christina Lee, Jane Stadler, and Robert Moses Peaslee; individual chapters, the contributors
Access Condition Notes: Accepted manuscript available after 1 April 2024