An abstract from a draft chapter. I have written the chapter but hope to revise it further. It is for a book entitled Screen Tourism and Affective Landscapes, out, I hope, early 2023.
The prospect and potential of videogame-induced tourism has only recently been discussed in academic publications. I will examine three possible reasons why, I will provide evidence to the contrary, and suggest new developments that may accelerate the impact of videogames on tourism (and the related experiencing of affective landscapes). My main case study will be Assassin’s Creed: Odyssey. This 2019 game draws the player into the exploration of idyllic and war-torn historic and mythic landscapes of Athens and Sparta, via questing and simulated violence. It also features a non-violent “Discovery” mode, photographical functions, and a Story Creator mode allowing quests (and in-game photos) to be designed and shared with other players. Beyond violent gameplay, Assassin’s Creed: Odyssey allows the exploration of idyllic historic landscapes and heritage sites. Given the company employs both high-quality designers and professional historians (and archaeologists), we can employ such sandbox games as both a pre-visitation visualisation tool and as a hybrid fictional and yet also factual learning environment.