FONTES HISTÓRICAS, NARRATIVA TRANSMÍDIA E VIDEOGAME:
A PESQUISA HISTÓRICA EM “ASSASSIN’S CREED” (2007-2022)
DOI:
https://doi.org/10.20873/uft.2763-9533/2022.2.3Keywords:
Narrativa Transmídia; Videogame; Fontes Históricas; Assassin’s Creed; Humanidades DigitaisAbstract
This work aims to present and to reflect on the variety of historical sources like a methodological way for the historical research with videogames. Considering the object game as component of a transmedia storytelling (JENKINS, 2009), we note that it is not a isolated product within an entertainment market circuit, but it refers to a support with specific contente and audiences that aim to expand the diffusion and consuptiom of a certain story. It means that the game in the presente time is related to other media and supports for the expansion its narrative universe, such as the books, the graphic novels, the cinema, and the social networks and the sharing platforms of digital content and vídeos. Therefore, our purpose is to demonstrate through the “Assassin’s Creed” franchise (2007-2022), composed of vídeo games and other media products, the diversity of historical sources and how they challenge the historian in search of understanding the strategies employed by Ubisoft, the producer and distributor of “Assassin’s Creed, in the production and dissemination of this transmedia storytelling. In parallel, that procedure will make subsequently the undertanding of the intersection of vídeo games with other media and their languages.