Comments for Erik ChampionInteractive History & Digital CultureSun, 23 Feb 2025 13:38:36 +0000hourly1http://wordpress.com/Comment on call for papers by aalekas/2025/02/20/7702/#comment-11417Thu, 20 Feb 2025 17:41:45 +0000/?p=7702#comment-11417Hi Erik

How are you how is the family? Will you be in Europe soon? I had a fantastic holidayd in Hawaii reminded me alot about Australia and Perth. Thanks for these wonderful menories.! I am back in Trondheim now and will use ny time to write now that the projext is finished. Send me your news Regards from us A and O

Life is a gift! Cherish it!

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Comment on Videogames, Heritage and Tourism by EMC/2024/10/31/videogames-heritage-and-tourism/#comment-11415Sat, 23 Nov 2024 02:56:10 +0000/2024/10/31/videogames-heritage-and-tourism/#comment-11415Amber Wang? Or Chat GPT? Reads like Chat GPT.

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Comment on Videogames, Heritage and Tourism by 王瑩/2024/10/31/videogames-heritage-and-tourism/#comment-11414Fri, 22 Nov 2024 08:29:44 +0000/2024/10/31/videogames-heritage-and-tourism/#comment-11414When it comes to the impact of video games on real-world tourism, open-world games undoubtedly play a significant role. Names such as the Assassin’s Creed series, The Witcher 3: Wild Hunt, and the recent hot spot Black Myth: Wukong are prime examples. These games use real-world locations as their creative foundation, showcasing artistic excellence while significantly boosting tourism in regions like Europe, North America, and China.
Take Black Myth: Wukong as an example. This game draws inspiration from Chinese traditional culture and authentic ancient architecture, seamlessly integrating these elements into its meticulously designed game world. Many of the boss battle settings are directly based on real ancient buildings, brought to life through intricate modeling and artistic refinement. Every mountain vista, classical structure, leaf, and brick in the game has been crafted with great care. Players can almost smell the crisp mountain air and feel the fine carvings on temple columns through the screen.
From natural landscapes to character designs, from monster creations to the detailed retelling of mythical stories, every aspect of the game demonstrates exceptional artistic standards. It immerses players in an authentic, lifelike journey inspired by the classic Journey to the West. This high level of realism and artistic creation not only enhances the gaming experience but also succeeds in promoting traditional culture and natural beauty to a global audience.
What’s even more remarkable is how this cultural dissemination has extended into the real world. Many players have expressed a strong desire to visit the real-life locations depicted in the game, turning virtual fascination into real-world exploration. In response, local tourism bureaus have leveraged this opportunity by launching related events, promoting these destinations on social media, and even distributing free admission tickets to attract visitors. These efforts have not only revitalized local tourism but also demonstrated the powerful synergy between culture and technology in generating economic benefits and cultural influence.
A similar phenomenon can be observed in Japan with the rise of “pilgrimage tourism.” This unique form of tourism, known as seichi junrei (sacred site pilgrimage), involves fans visiting real-life locations used as settings or inspirations in anime, manga, or films. Initially, this trend was driven by fans’ personal passion to trace the footsteps of their favorite characters. Over time, however, its growing popularity has prompted the Japanese government and animation studios to actively develop it into a significant cultural industry.
“Pilgrimage tourism” has sparked widespread enthusiasm among fans, while also driving substantial economic and tourism growth in Japan. In some ways, it has even influenced the creative direction of Japanese animation. By blurring the boundaries between virtual and real worlds, this interaction has expanded the possibilities for cultural exchange and tourism development.
Whether through video games or animated works, the integration of virtual and real worlds demonstrates enormous potential. These mediums not only offer rich experiences for players and audiences but also inject fresh vitality into real-world tourism.

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Comment on Videogames, Heritage and Tourism by 王瑩/2024/10/31/videogames-heritage-and-tourism/#comment-11413Fri, 22 Nov 2024 08:29:12 +0000/2024/10/31/videogames-heritage-and-tourism/#comment-11413When it comes to the impact of video games on real-world tourism, open-world games undoubtedly play a significant role. Names such as the Assassin’s Creed series, The Witcher 3: Wild Hunt, and the recent hot spot Black Myth: Wukong are prime examples. These games use real-world locations as their creative foundation, showcasing artistic excellence while significantly boosting tourism in regions like Europe, North America, and China.

Take Black Myth: Wukong as an example. This game draws inspiration from Chinese traditional culture and authentic ancient architecture, seamlessly integrating these elements into its meticulously designed game world. Many of the boss battle settings are directly based on real ancient buildings, brought to life through intricate modeling and artistic refinement. Every mountain vista, classical structure, leaf, and brick in the game has been crafted with great care. Players can almost smell the crisp mountain air and feel the fine carvings on temple columns through the screen.

From natural landscapes to character designs, from monster creations to the detailed retelling of mythical stories, every aspect of the game demonstrates exceptional artistic standards. It immerses players in an authentic, lifelike journey inspired by the classic Journey to the West. This high level of realism and artistic creation not only enhances the gaming experience but also succeeds in promoting traditional culture and natural beauty to a global audience.

What’s even more remarkable is how this cultural dissemination has extended into the real world. Many players have expressed a strong desire to visit the real-life locations depicted in the game, turning virtual fascination into real-world exploration. In response, local tourism bureaus have leveraged this opportunity by launching related events, promoting these destinations on social media, and even distributing free admission tickets to attract visitors. These efforts have not only revitalized local tourism but also demonstrated the powerful synergy between culture and technology in generating economic benefits and cultural influence.

A similar phenomenon can be observed in Japan with the rise of “pilgrimage tourism.” This unique form of tourism, known as seichi junrei (sacred site pilgrimage), involves fans visiting real-life locations used as settings or inspirations in anime, manga, or films. Initially, this trend was driven by fans’ personal passion to trace the footsteps of their favorite characters. Over time, however, its growing popularity has prompted the Japanese government and animation studios to actively develop it into a significant cultural industry.

“Pilgrimage tourism” has sparked widespread enthusiasm among fans, while also driving substantial economic and tourism growth in Japan. In some ways, it has even influenced the creative direction of Japanese animation. By blurring the boundaries between virtual and real worlds, this interaction has expanded the possibilities for cultural exchange and tourism development.

Whether through video games or animated works, the integration of virtual and real worlds demonstrates enormous potential. These mediums not only offer rich experiences for players and audiences but also inject fresh vitality into real-world tourism.

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Comment on free book chapter by aalekas/2024/09/22/free-book-chapter/#comment-11411Mon, 23 Sep 2024 18:10:17 +0000/?p=7545#comment-11411thanks dear

Life is a gift! Cherish it!

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Comment on Assassin’s Creed in the Classroom Book Project by EMC/2021/02/11/assassins-creed-in-the-classroom-book-project/#comment-11410Tue, 20 Aug 2024 07:43:34 +0000/?p=6393#comment-11410In reply to Red.

it is on sale https://www.amazon.com.au/%E2%80%BAAssassins-Creed%E2%80%B9-Classroom-Playground-Humanities-ebook/dp/B0CN5NKYD5 and next week the editors will be interviewed about it, will link here when the interview is published.

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Comment on Assassin’s Creed in the Classroom Book Project by Red/2021/02/11/assassins-creed-in-the-classroom-book-project/#comment-11408Mon, 05 Aug 2024 15:13:10 +0000/?p=6393#comment-11408Can you tell us how that went?

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Comment on Assassin’s Creed in the Classroom: History’s Playground or A Stab in the Dark? by EMC/2023/04/05/assassins-creed-in-the-classroom-historys-playground-or-a-stab-in-the-dark-2/#comment-11395Thu, 23 Nov 2023 07:51:06 +0000/?p=7236#comment-11395It is out 18 December.

https://www.degruyter.com/document/isbn/9783111250724/html

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Comment on by AD/2021/05/27/6545/#comment-11390Tue, 15 Aug 2023 06:59:25 +0000/?p=6545#comment-11390Will love to read this !

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Comment on Augmenting Creative Partnerships: GLAM Games by ad/2023/06/27/augmenting-creative-partnerships-glam-games/#comment-11385Mon, 31 Jul 2023 22:00:44 +0000/?p=7311#comment-11385Brilliant, so want to hear more about the virtual heritage case study !

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