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DC Field | Value | Language |
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dc.contributor.author | Xydakis, Ioannis | - |
dc.date.accessioned | 2022-05-02T15:22:17Z | - |
dc.date.accessioned | 2022-05-02T15:23:38Z | - |
dc.date.accessioned | 2022-09-06T12:13:07Z | - |
dc.date.available | 2022-05-02T15:22:17Z | - |
dc.date.available | 2022-05-02T15:23:38Z | - |
dc.date.available | 2022-09-06T12:13:07Z | - |
dc.date.issued | 2021 | - |
dc.identifier.uri | http://repository.include-erasmus.eu/jspui/handle/7112/43 | - |
dc.language | en | en_US |
dc.subject | Religious Education | en_US |
dc.title | European Monuments in Video Games | en_US |
dc.type | text | en_US |
dc.keyword | neomythology, popular culture, Western culture, monuments, history | en_US |
dc.age | 15 | en_US |
dc.school | 1o peiramatiko gymnasio Athinas | en_US |
dc.module | Diffused New Religiosity: Modern Mythology | en_US |
dc.keycompetences | Detailed Competences::1. Literacy Competence | en_US |
dc.keycompetences | Detailed Competences::4. Digital Competence | en_US |
dc.keycompetences | Detailed Competences::8. Cultural awareness and expression Competence | en_US |
dc.learningOutcome | 1. Awareness of the monuments as a place of preservation of memory, religious and social tradition. 2. Understanding of video games not just as a new product of popular culture but also as the most dynamic, contemporary and popular expression of neomythology. 3. Knowledge of how video games divert itself by redefining historical figures and the history of the past. 4. Understanding how in video games the logical coexists with the imaginary and the mythical can always be justified as being possible and credible. | en_US |
dc.transversalSkill | Information literacy | en_US |
dc.europeanity | Video games are not just a new product of popular culture, they are the most dynamic, contemporary and popular expression of neomythology, a dynamic cultural product that is constantly being renewed. Neomythology is the modern trend of reinterpreting religious terms, symbols as well as religious and mythical figures from world history, and reshaping them through comics, movies, etc., into a new mythology, constitutes the most popular expression of contemporary diffused religiosity. In this mythical virtual reality, video games do not just use symbols known from religious traditions and from the mythological wealth of the past, they use them as they are, without altering their elements. This is thus not a repetition of elements of classical theology and mythology, but a new mythology, as described above. In the same way, video games redefine traditional monuments, that is, buildings that retain aspects of the tradition of a society or religion. Redefining is done arbitrarily, that is, completely freely, in the same way that modern mythology identifies a variety of historical events. This re-framing framework includes European monumental buildings, such as the ancient temple of the goddess Athena in Athens or, more recently, a monument, such as the British Parliament in London. What is remarkable is that in the new virtual worlds that emerge, European monuments continue to be monuments, that is, important buildings for the digital people of the video game worlds. | en_US |
dc.isced | ISCED2 | en_US |
Appears in Collections: | Include |
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File | Size | Format | |
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Script_P1S25Y3..pdf | 329.16 kB | Adobe PDF | View/Open |
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