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  • Uluslararası Müze Eğitimi Dergisi
  • Cilt: 7
  • Is It Possible to Simulate the Complexity of Peasant Society? A Critical Inquiry into Existing Video...

Is It Possible to Simulate the Complexity of Peasant Society? A Critical Inquiry into Existing Video Games and the Design of a Purpose-Built Edugame for Museum Education

Authors : Michele Domenico Todino, Lucia Campitiello, Alessio Di Paolo, Umberto Bilotti, Paolo Fusco
Pages : 55-72
Doi:10.51637/jimuseumed.1806412
View : 62 | Download : 197
Publication Date : 2025-12-31
Article Type : Research Paper
Abstract :This study investigates whether existing commercial video games are capable of accurately representing the complexity of traditional peasant society prior to the mechanization of agriculture. The central research question is as follows: If one were to create a virtual museum dedicated to the intangible heritage of peasant civilization, are there existing games that can effectively simulate the multifaceted nature of such a world? In order to address this question, the paper begins by reconstructing the socio-cultural characteristics of pre-industrial rural life, with particular emphasis on its adaptive intelligence, relational knowledge systems, and close integration with natural cycles. It then conducts a comparative analysis of current video games on the market that claim to represent rural or agricultural settings, evaluating their fidelity in terms of social, symbolic, and experiential complexity. Where existing commercial solutions prove insufficient, particularly in capturing the epistemic and affective dimensions of peasant culture, the study argues for the necessity of designing a dedicated edugame. This prospective educational tool should not merely reproduce surface elements; instead, it should integrate principles of simplexity and embodied learning, thereby offering an immersive, situated, and meaningful encounter with a form of life that, while no longer materially present, continues to inform local knowledge and values. The paper concludes by outlining the key features and design considerations for such an edugame, establishing a foundation for future development and interdisciplinary collaboration.
Keywords : sanal müze, basitlik, video oyunları eğitimi, eğitim oyunları, sosyo-yapılandırmacılık.

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