ABSTRACT

The crusades are used frequently and extensively as source material for digital games. The use of the crusades and the Middle Ages more generally, in digital games in this manner has influenced public perceptions in several ways. These games have introduced a vast and largely untapped audience to this period of history. However, these games almost never provide a coherent or thorough explanation and examination of the crusades. There is a tendency towards simplification of very complex events into simple binary conflicts between Christians and Muslims. Historical misrepresentations within games are problematic because these media can exert a substantial influence over their players’ understanding of the past both inside and outwith the classroom. Beyond the classroom, the potent influencing capabilities of digital games can severely colour their players’ understanding of the past. The chapter also presents an overview of the key concepts discussed in this book.