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n Akroterion - 'Reality worlds' collide : film and videogames as pedagogical tools for the Classics

Volume 56, Issue 1
  • ISSN : 0303-1896
  • E-ISSN: 2079-2883
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Abstract

Since the early eighties, the personal computer has come to form an integral part of most aspects of our existence. In Hollywood this is no different. Indeed, the influence of the computer is so powerful that it is rare for an action-adventure film to be able to call itself a 'blockbuster' unless it is released with some sort of videogame tie-in following closely in its wake, as the case of James Cameron's (2010) suggests. It is the relationship between film and videogame and their combined strengths as a teaching tool that are the concerns of this article. The analysis therefore centres on two examples of film and videogame tie-in: and , both 2010 releases. The investigation targets this film / videogame complex through the use of a new concept, the 'reality world', to be defined in the course of the article that better allows an assessment of the relevance and utility of films and their videogame tie-ins as pedagogical tools for the teaching and study of the discipline of Classics.

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/content/akro/56/1/EJC20637
2011-01-01
2019-08-17

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