La mia conferenza su videogiochi e apprendimento linguistico e culturale per il Festival della cultura videoludica Game Ground di Bolzano – 21 ottobre 2021 / My conference on video games and foreign language & culture acquisition at Game Ground in Bolzano, Italy, October 21, 2021

Assassin's Creed, Assassin's Creed Discovery Tour, Assassin's Creed Odyssey, Game-Based Learning, Gamification, Intensive Italian for Gamers @SLU, Intro to the Classical Humanities, Learning, Education and Games, Microsoft, Non-serious gaming, Online Education, PlayStation, Sony, Switch, Video Game Localization, Video Game-Based Language Learning, Video Game-Based Learning, Video Games in Foreign Language Teaching & Learning, Xbox



Link:

https://fb.watch/8NU43cMC11/

Ecco le slide che non sono state visibili:


Le altre slide sono visibili nel video.

MY CHAPTER ON MACHIAVELLI’S REPRESENTATION IN THE ASSASSIN’S CREED SERIES IS OUT!

Assassin's Creed

My chapter “Unarmed Prophets Have Always Been Destroyed, Whereas Armed Prophets Have Succeeded:” Machiavelli’s Portrayal in the Assassin’s Creed Series” was published on July 14, 2021.

Citation
Bregni S. (2021) “Unarmed Prophets Have Always Been Destroyed, Whereas Armed Prophets Have Succeeded:” Machiavelli’s Portrayal in the Assassin’s Creed Series. In: Polegato A., Benincasa F. (eds) Machiavelli in Contemporary Media. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-73823-5_3

Abstract
This contribution analyzes the character of Machiavelli in the popular video game series Assassin’s Creed. According to the author, Niccolò’s representation in the AC series as a digital, interactive narrative medium and related gamers’ reception shows that it generated interest in Machiavelli the historical character, his real life, times and works, even pushing users to fact-check events and Niccolò’s words and compare them with the actual text of The Prince. Moreover, the interactive nature of the medium responds well to contemporary modes of, and needs for, media consumption in contemporary society. For these reasons, the author also shows how video games such as Assassin’s Creed can effectively deliver cultural content and can be used as a learning device in class.

Keywords
Video game-based learning (VGBL) Digital game-based learning (DGBL) Learning environments Gamification Video games Foreign language and culture Game-based learning (GBL) Computer assisted instruction (CAI) Digital realia, Assassin’s Creed, PlayStation, Machiavelli, The Prince

https://link.springer.com/chapter/10.1007%2F978-3-030-73823-5_3#citeas