Startseite Geschichte 3 Historicising Assassin’s Creed (2007): Crusader Medievalism, Historiography, and Digital Games for the Classroom
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3 Historicising Assassin’s Creed (2007): Crusader Medievalism, Historiography, and Digital Games for the Classroom

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Abstract

This chapter will sketch out ways in which crusading was presented in the immensely popular 2007 game Assassin’s Creed,1 and demonstrate how we might unpack its vision of crusading and the histories of perceptions of the past embedded in, and transmitted by, the franchise-launching game. In discussing perceptions of the crusades from academic histories to those of Al- Qaeda and ISIS, Kristin Skottki has called for a “relentless historicization and contextualisation” to go beyond mere considerations of accuracy.2 This chapter will model “relentless historicization” in order to play as a historian and to illustrate ways of productively bringing historical games into the classroom. It will locate the game in its historical and cultural contexts, its genealogies, inheritances, and assumptions about crusading. This will help us see the entwined nature of “academic” history and “popular” history and will treat the game as a historical artefact in and of itself - possessing a past, needing contextualization, and influencing perceptions of the past in turn.

Abstract

This chapter will sketch out ways in which crusading was presented in the immensely popular 2007 game Assassin’s Creed,1 and demonstrate how we might unpack its vision of crusading and the histories of perceptions of the past embedded in, and transmitted by, the franchise-launching game. In discussing perceptions of the crusades from academic histories to those of Al- Qaeda and ISIS, Kristin Skottki has called for a “relentless historicization and contextualisation” to go beyond mere considerations of accuracy.2 This chapter will model “relentless historicization” in order to play as a historian and to illustrate ways of productively bringing historical games into the classroom. It will locate the game in its historical and cultural contexts, its genealogies, inheritances, and assumptions about crusading. This will help us see the entwined nature of “academic” history and “popular” history and will treat the game as a historical artefact in and of itself - possessing a past, needing contextualization, and influencing perceptions of the past in turn.

Heruntergeladen am 29.3.2026 von https://www.degruyterbrill.com/document/doi/10.1515/9783110712032-003/html
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