Abstract
This paper considers computer games which are based on famous pieces of works from both classic and modern popular literature (“Dante’s Inferno”, “VIY”, “The Witcher”, “Hogwarts Legacy”). Different types of games are defined. In the first type of game, the authors only use the literary plot to create a chain of tests for the hero in the game. In the second type of game, the classics help screenwriters to not only create a story of trials, but also to present their own interpretation of the original text. It is especially important in the situations where the player turns to the primary source to reference the literary pra-text which should help them to understand and complete the tasks, etc. It is only the second type of game, as defined above, which can be used to form students’ competencies related to the formation of skills to use the achievements of world culture in professional activities in non-philological specialties and professional skills in working with a literary text in philologists. According to the authors of the article, computer games, although they meet the needs of modern students, can only be an additional tool for achieving educational goals. And they should be used alongside other methods of gamification of the learning process. The conclusions are drawn from the basis of studying the features of computer games, the content of their scenarios and the main tasks for the players, the features of the “images” of the games’ heroes, as well as the students’ survey responses.
D. Moroseeva—Independent Researcher.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Nagaeva, I.A.: Blended learning in the modern educational process: the need and opportunities. Domest. Foreign Pedagogy 6(33), 56–68 (2016). https://cyberleninka.ru/article/n/smeshannoe-obuchenie-v-sovremennom-obrazovatelnom-protsesse-neobhodimost-i-vozmozhnosti
Lomovtseva, N.V., Zarechneva, K.M., Ushakova, O.V., Yarina, S.Yu.: Dictionary of terms and concepts of digital didactics: study guide. Russian State Professional and Pedagogical University, Yekaterinburg (2021). https://elar.rsvpu.ru/handle/123456789/37184
Balyshev, P.: The stages of discourse-oriented virtual learning environment modeling. Technol. Lang. 3, 88–105 (2022). https://doi.org/10.48417/technolang.2022.03.07
Dashkina, A.I., Rubtzova, A.V.: Teaching students majoring in linguistics to communicate in a foreign language by organizing teamwork on virtual communication platforms. Technol. Lang. 4(1), 146–164 (2023). https://doi.org/10.48417/technolang.2023.01.10
Bylieva, D., Hong, J.-C., Lobatyuk, V., Nam, T.: Self-regulation in e-Learning environment. Educ. Sci. 11, 785 (2021). https://doi.org/10.3390/educsci11120785
Obukhova, N.I.: VUCA world and educational environment. Kaliningrad Bull. Educ. 3, 11–22 (2021). https://cyberleninka.ru/article/n/vuca-mir-i-obrazovatelnaya-sreda
Chirkova, E.I., Chernovets, E.G., Zorina, E.V.: Enhancing the assimilation of foreign language vocabulary when working with students of the digital generation. Technol. Lang. 2, 89–97 (2021). https://doi.org/10.48417/technolang.2021.03.07
Papastergiou, M.: Exploring the potential of computer and video games for health and physical education: a literature review. Comput. Educ. 3(53), 603–622 (2009). https://doi.org/10.1016/j.compedu.2009.04.001
Connolly, T., Boyle, E., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 2(59), 661–686 (2012). https://doi.org/10.1016/j.compedu.2012.03.004
Kücklich, J.: Perspectives of computer game philology games as literature. Game Stud. 3(1) (2003). https://gamestudies.org/0301/kucklich
Thabet, T.: Narrative methodology in computer game studies. Boitatá. 3(6), 15–22 (2017). https://doi.org/10.5433/boitata.2008v3.e31166
Visceral Games: Dante`s Inferno [Video game]. Electronic Arts (2010)
Obrubshik: VIY [Video game]. Obrubshik (2018)
CD Projekt RED: The Witcher 3: Wild Hunt [Video game]. CD Projekt Red (2013)
Avalanche Software: Hogwarts Legacy [Video game]. Warner Bros. Games (2023)
Servitje, L.: Digital mortification of literary flesh: computational logistics and violences of remediation in visceral games’ dante’s inferno. Games Cult. 9(5), 368–388 (2014). https://doi.org/10.1177/1555412014543948
Powlesland, K.: Dante and video games: the unrealised potential of the virtual commedia. Ital. Stud. 2(77), 146–156 (2022). https://doi.org/10.1080/00751634.2022.2058799
Tyutelova, L.G., Shevchenko, E.S.; Lisovitskaya, V.N., Shevchenko, V.D.: The problem of text transformation in digital communication. In: Strategies in Digital Society Seminar (ComSDS), pp. 159–163. IEEE, Saint Petersburg (2023). https://doi.org/10.1109/ComSDS58064.2023.10130355
Cesário, V., Ribeiro, M., Coelho, A.: Exploring the intersection of storytelling, localisation, and immersion in video games – a case study of the Witcher III: wild hunt. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds.) HCI International 2023 Posters: 25th International Conference on Human-Computer Interaction, HCII 2023, Copenhagen, Denmark, July 23–28, 2023, Proceedings, Part I, pp. 546–552. Springer Nature Switzerland, Cham (2023). https://doi.org/10.1007/978-3-031-35989-7_69
Skulachev, A.A.: Russian literature in the modern school: problems, practices, prospects (analytical review). Russ. Stud. 1–2(3), 32–45 (2022). https://publications.hse.ru/articles/813486721
Dosmakhanova, R.A., Azhiev, K.O., Fayzullaeva, A.Kh.: Debate technology at the lessons of Russian literature. Young scientist. 7.2 (87.2), 71–73 (2015). https://moluch.ru/archive/87/17206/
Ang, Ch. S., Zaphiris, P.: Computer games and language learning. computer games and language learning. In: Kidd T., Song H. (eds.) Handbook of Research on Instructional Systems and Technology, pp. 449–462. IGI Global, Hershey (2008). https://doi.org/10.4018/9781599048659.ch032
Mavrommati, M., Despina, M., Bousiou, P., Corbelli, P.: Learning to “do history” through gameplay. Comput. Games J. 2(1), 68–84 (2013). https://doi.org/10.1007/BF03392337
Butler, Y.G.: The use of computer games as foreign language learning tasks for digital natives. System 54, 91–102 (2015). https://doi.org/10.1016/j.system.2014.10.010
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Tyutelova, L., Lisovitskaya, V., Sundukova, K., Moroseeva, D. (2023). Computer Games and Literary Education: Opportunities and Limitations. In: Bylieva, D., Nordmann, A. (eds) The World of Games: Technologies for Experimenting, Thinking, Learning. PCSF 2023. Lecture Notes in Networks and Systems, vol 829. Springer, Cham. https://doi.org/10.1007/978-3-031-48016-4_12
Download citation
DOI: https://doi.org/10.1007/978-3-031-48016-4_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-48015-7
Online ISBN: 978-3-031-48016-4
eBook Packages: Intelligent Technologies and RoboticsIntelligent Technologies and Robotics (R0)