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Journal of Games, Game Art, and Gamification
Distilling the key insights…
Commercial video games serve as potent instruments for historical education, shifting the pedagogical focus from rote memorization toward the development of historical reasoning and consciousness. By analyzing the title Quest of Persia, specifically the Lotf Ali Khan installment, it becomes clear that the integration of antiquarian, monumental, and critical narrative elements allows games to function as sophisticated tools for cultural heritage instruction. The primary objective is to bridge the gap between entertainment and academic rigor, ensuring that players engage with the past through a lens of inquiry rather than passive consumption.
The evaluation employs a rigorous methodological framework, combining SWOT analysis with the Analytic Network Process to categorize strategic opportunities into competitive, diversification, revision, and defense models. These findings indicate that the most effective educational outcomes arise when developers successfully balance historical accuracy with engaging, interactive gameplay. By prioritizing competitive and pro-action strategies, educators and developers can better leverage the medium to foster a deeper understanding of historical contexts, provided that the narrative remains flexible enough to encourage critical thought.
Despite the potential for these games to enhance classroom learning, several limitations persist regarding the practical implementation of such titles in formal school environments. The tension between fantasy elements and historical reality often complicates the educational experience, necessitating careful curation by instructors. Ultimately, the successful deployment of commercial games as pedagogical tools depends on a strategic alignment of narrative depth and instructional design, ensuring that the medium serves as a catalyst for historical consciousness rather than merely a digital recreation of the past.
European Conference on Games Based Learning (ECGBL) · 2026