Vít Šisler's research while affiliated with Charles University in Prague and other places

Publications (56)

Article
This article explores authenticity, immersion, and heritage in two historical video games, Svoboda 1945: Liberation and Train to Sachsenhausen. The two games use different strategies when inviting understanding, emotional attachment, and immersive experiences of past events. We draw upon a critical, self-reflective analysis of the design process an...
Article
Full-text available
The video game Attentat 1942 (2017) and its follow-up Svoboda 1945: Liberation (2021) received worldwide recognition and numerous awards for their representation of Czechoslovak history. Drawing upon the personal experiences of several members of the development team at Charles Games, including translators and historians, the article addresses the...
Preprint
Full-text available
Despite extensive research on attitudes and a rapid growth of the video game market, there is currently no meta-analysis mapping the link between narrative video games and attitude change. Here, we present such meta-analysis. The findings suggest that narrative video games affect players’ attitudes towards the topics depicted in games. This effect...
Article
Full-text available
Lay Description What is currently known about the subject matter No studies address video games' long‐term effects on both explicit and implicit attitudes. The research of video games' effects on short‐ and long‐term attitudes is generally limited. Video games can change short‐term explicit attitudes under certain circumstances. So far, the effect...
Experiment Findings
BACKGROUND • Games focusing on recent and still sensitive historical events are increasingly popular. However, the empirical research about the effects of historical video games or video games in general on attitudes towards the topics depicted in game narratives is limited. For instance, virtually nothing is known about historical games’ different...
Article
Full-text available
We explored whether problem‐solving interactivity within an instructional game fosters learning for children aged 8–10 years. Participants (N = 139) studied a biological topic either through a game‐based learning environment (in which they solved assigned problems by interacting with a plant model) or from a standard learning environment (in which...
Article
This article analyses the effectivity of teaching EU law using various educational media. It specifically explores the differences between, and sustainability of, mental models constructed within three various educational environments: (1) a digital game played on PCs, (2) a non-digital role-playing game, and (3) a traditional lecture with discussi...
Chapter
Identifying the features that contribute to a game’s effectiveness as a learning tool is a key task in game-based learning research. Proponents of procedural rhetoric claim that representation through rule-based systems is crucial for the effectiveness of serious games. Yet, this claim has never been thoroughly tested in empirical research. One pos...
Chapter
Šlerka and Šisler explore the audiences of Czech anti-immigration and anti-Islamic movements’ pages on Facebook and analyse them through social network analysis. The public debate on the immigration crisis on Czech Facebook is highly polarized, Šlerka and Šisler argue, and it is fragmented into different clusters, whose audiences rarely share the s...
Conference Paper
Full-text available
In the contexts of digital game-based and multimedia learning, little is known about the strengths of associations between positive affective-motivational factors elicited during a study session and the quality of knowledge acquisition. Here, we take a step forward in filling this gap by re-analyzing our 11 experiments carried out between 2009-2017...
Book
Game studies has been an understudied area within the emerging field of digital media and religion. Video games can reflect, reject, or reconfigure traditionally held religious ideas and often serve as sources for the production of religious practices and ideas. This collection of essays presents a broad range of influential methodological approach...
Poster
Full-text available
Recent meta-analyses of studies comparing effectiveness of digital-game based learning (DGBL) to “traditional” educational approaches demonstrated a small superiority of games, with effect sizes similar to those of general computer-assisted instruction. The reasons for the games’ superiority are unknown. Elevated affective-motivational states of le...
Conference Paper
Full-text available
Historical computer games are becoming a common form through which we engage the past. Until today, only limited empirical research has been conducted about effects of these games on players’ attitudes. The empirical study proposed in this paper aims to measure the ability of a historical game to affect the players’ implicit and explicit attitudes...
Article
Full-text available
Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between competitivenes...
Article
The article discusses the methodological aspects of studying religion in video games. It examines the concept of “procedural religion,” that is, the representations of religion via rule-systems in games, and investigates how we can formally analyze these representations. The article uses Petri Nets, a mathematical and a graphical tool for modeling,...
Article
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of compu...
Article
This article critically discusses the possibilities and limitations of videogames in dealing with contentious and emotionally-charged issues from contemporary history, in particular civilian perspectives on war and the trauma therefrom. In doing so, it briefly examines how history and war are represented in mainstream videogames and, subsequently,...
Article
Serious games are supposed to instigate engagement and, in turn, improve learning. High engagement is frequently connected with a positive affective state and a high flow state. However, the alleged link between a learner’s affective state, his/her flow state and learning outcomes has not been investigated in detail in the context of serious games....
Article
This paper discusses the experimental implementation of a complex educational simulation, Czechoslovakia 38-89, in Czech high schools. The primary aim of this paper is to investigate the acceptance of Czechoslovakia 38-89 by teachers and students as a teaching tool for history education. We examine whether the simulation was successfully integrated...
Article
Full-text available
This study investigates the impact of photorealistic/cartoon-like representations of non-player characters on students' perception of an educational simulation. It is a comparative study, with within-subject design, that compares two different versions of an educational simulation, Czechoslovakia 38-89. Several studies of simulation design suggest...
Chapter
The Bedouin warriors of my Shayban tribe have finished the preparations for attacking the city of Medina. Yet I hesitate to attack. An envoy sent by the Prophet Muhammad reached our positions and offered us a deal: accept Islam and join his defense against the Quraysh and Hawazen tribes—my former allies. The decision is crucial and will affect not...
Chapter
In May 2005, I was studying Arabic at the Language Institute of the Damascus University in Syria. I stayed in the sūq sarūja area, a beautiful, shabby part of the Old City. Every morning on my way to the university, I passed through the main computer and video game market, where vendors sold mostly copied US and European games and a few unauthorize...
Conference Paper
Digital game-based learning is increasingly penetrating formal schooling system; however, it is still largely unknown which game elements (if any) have the most influential effect on learning. Based on qualitative exploratory study, we present outcomes suggesting that real-world grounding, complex systems/processes simulation and teacher’s attitude...
Conference Paper
Full-text available
In the context of curricular history education both commercial entertainment games as well as serious games specifically tailored for educational purposes were employed. Especially the latter types of games were reported as being promising concerning instructional effectiveness. Still, there are not many complex serious games for history education,...
Conference Paper
Full-text available
Digital games are believed by many to be instructionally effective in the context of the formal schooling system; however, studies investigating this idea empirically are limited and their outcomes are often inconclusive and/or difficult to interpret. Part of the problem is caused by the fact that when conducting a study in an authentic environment...
Conference Paper
The contribution presents results of a qualitative study conducted as part of a controlled experiment concerning evaluation of computer-based educational simulations held at three secondary schools in the Czech Republic. The study was initiated to 1) identify the main motivating aspects of educational games and simulations; 2) provide the understan...
Conference Paper
It has been argued that educational computer games are beneficial as educational aid in schools. However, empirical data demonstrating to which extend, if any, computer games outperform so-called “traditional” teaching methods in the context of curricular education are scarce. Moreno’s (2005) cognitive-afective theory of learning with media (CATLM)...
Article
The Internet and satellite TV have introduced substantial innovations in both the production and the consumption of Islamic knowledge. The development of new infrastructures, skills and communication patterns has resulted in the emergence of ‘new media ecology’, where established traditional Muslim authorities compete for audiences with charismatic...
Article
Mohammed el-Nawawy and Sahar Khamis. Islam Dot Com: Contemporary Islamic Discourses in Cyberspace. Palgrave Macmillan, 2009. ISBN: 978-0- 230-60035-5, ISBN10: 0-230-60035-2, 280 pages.
Article
This chapter analyzes the new Arab media landscape, with a special focus on the growing influence of the Internet in redefining boundaries and reconstructing public spheres in contemporary Arab societies. This includes: preserving authentic cultural norms and religious values while opening the door for more modern and liberal influences; appealing...
Article
This article explores the ways in which Palestine is envisioned, and its representation constructed, in contemporary video games. At the same time, capitalizing on Bogost's notion of "procedurality", this article discusses the potential and limitations of various game genres for modeling complex historical, social, and political realities. It focus...
Article
Full-text available
It is widely agreed that the traditional process of schooling can benefit from the usage of computers as supportive tools. Of various approaches using computers in education over the last decade, e-learning and edutainment have become the most prominent. Recently, a number of authors have criticised these approaches arguing that they conserve tradi...
Article
This article explores Islamic websites providing normative content for European Muslim minorities. It focuses on four distinct Sunni websites and analyzes their fatwas, i.e. legal and religious recommendations issued in matters related to family law. Drawing from a broader research of more than 450 fatwas, this article presents the various ways, in...
Conference Paper
This paper introduces the concept of an augmented learning environment into the field of game-based learning. An augmented learning environment (ALE) combines principles of on-line multiplayer computer games with social, role-playing games in order to facilitate the development of key skills and transfer of knowledge. Fundamental features of ALE ar...
Conference Paper
This paper describes Europe 2045, a serious game for high school social science courses, aimed at familiarising students with political, economic, and social issues in contemporary Europe.
Article
This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been fl...
Article
This article presents the ways in which Muslims and Arabs are represented and represent themselves in video games. First, it analyses how various genres of European and American video games have constructed the Arab or Muslim Other. Within these games, it demonstrates how the diverse ethnic and religious identities of the Islamic world have been fl...
Article
This paper presents a theoretical framework, which has been adopted in designing an on-line multi-player strategy game Europe 2045. Europe 2045 is an educational tool for high school social science courses, aimed at familiarizing students with political, economic, and social issues in contemporary Europe. Apart from learning facts, players develop...
Conference Paper
Europe 2045 is an on-line multi-player strategy game aimed at education of high-school students in economics, politics, and media studies. The essential feature of the game is that players face various simulated scenarios and crises addressing contemporary key issues of the unified Europe. These scenarios are branching and can evolve in a parallel...
Article
Muslim communities in Europe vary greatly in regards to their ethnic origin and geographical location as well as their religious and cultural backgrounds. From Muslims in the Balkans, settled in the area for centuries, to the first-generation im-migrants of Asian or African Muslims in the Western Europe, these communities live in a legal and politi...

Citations

... A jak vyplývá z ojedinělé (prozatím preprintové) metaanalýzy(Kolek et al. 2022), platí to nejen pro vzdělávací narativní počítačové hry, změna implicitních i explicitních postojů hráčů je výrazná. ...
... Studies conducted so far, however, conclude that the effectiveness of these actions has been limited. Recent research shows that a change in attitudes is possible through innovative training strategies such as virtual reality and video games [19,20]. On the one hand, the study by Kolek et al. [19] conducted a pre-post-test investigation with a control group and an experimental group where they examined the effect of a narrative video game on implicit attitudes in young adults through the video game Czechoslovakia 38-39: Borderlands. ...
... Por tanto, no es extraño observar que cada vez más investigadores abogan por el estudio de los efectos de los videojuegos no solo desde el análisis de sus aspectos meramente conductuales y lúdicos (es decir, las diferentes acciones que puede realizar el jugador dentro del juego, como conducir, disparar un arma, robar, etc.), sino adoptando también un enfoque centrado en el aspecto más narrativo de esta clase de ocio, esto es, sus facetas más representacionales, culturales e ideológicas (Santorineos & Dimitriadi, 2006), así como su posible repercusión no tanto a nivel conductual sino en la construcción de actitudes y creencias de los usuarios ante determinados fenómenos sociales (Kolek & Šisler, 2017;Van Mierlo & Van den Bulck, 2004;Williams, 2006). De este modo, en los últimos años, el campo de los game studies ha experimentado un especial desarrollo e incorporado al debate académico el uso de enfoques analíticos que buscan estudiar el discurso ideológico presente en cada uno de estos productos audiovisuales, es decir, el mensaje implícito en los videojuegos más allá de sus meras características técnicas (Pötzsch & Hammond, 2016). ...
... When games mitigate the risks and consequences of their actions, players can safely and freely practice how to act in real-life scenarios. This process can accelerate experiential learning and influence attitudes towards the topic at hand Kolek, Šisler, & Brom, 2019). Hence, serious games in the open data field serve as "new tools [that] are providing access and processes for collecting expertise from different sources, thus opening the process" (Janssen & Helbig, 2016, p. 3). ...
... The approach of special interest in this doctoral thesis is the media comparison approach specifically comparing learning outcomes from digital learning games with such outcomes after conventional instruction (e.g., slide-show lessons; Mayer, 2014b). Studies taking this research approach revealed DGBL's mixed effects on learning outcomes, as some reported positive effects on performance (e.g., Brom et al., 2016;McLaren et al., 2017;Papastergiou, 2009) while others detected negative effects (e.g., Adams et al., 2012;Schrader & Bastiaens, 2012;Stiller & Schworm, 2019), and some working groups found no differences (e.g., Brom, Děchtěrenko et al., 2018) compared to a control group. Meta-analytical comparisons, however, revealed an overall small-to-medium positive effect on learning performance (Clark et al., 2016: Hedges' g = 0.33;Wouters et al., 2013: Cohen's d = 0.29). ...
... In addition, the use of learning materials enriched with learning technologies, and learning environments have become more important. Among the new methods and approaches used in education, one of the effective methods that can be used to increase the success and motivation in education is the digital game-based learning approach (Brom, Dechterenko, Sisler, Hlavka, & Lukavsky, 2018;Byun & Joung, 2018;Tüzün, Barab, & Thomas, 2019;Yang, 2015;Yien, Hung, Hwang, & Lin, 2011). In this method, learning is carried out more effectively through Digital Educational Games (DEGs) that can be personalized and designed in accordance with learning needs (Li, Lemieux, Vandermeiden, & Nathoo, 2013;Prensky, 2001;Talan, Doğan, & Batdı, 2020). ...
... Much has been written by academics pointing to such presence of religious heritage in videogames. Edited volumes (Detweiler 2010;Campbell and Grieve 2014), methodological handbooks (Šisler, Radde-Antweiler, and Zeiler 2017), dissertations (Perreault 2015;Steffen 2017), and a large number of journal articles extensively study and contextualise games' reliance on religious tropes. Sociologists, theologians and religious scholars identify religious representations in games, finding Judaism (Masso and Abrams 2014), Islam (Šisler 2008), Hinduism (e.g. ...
... Several scholars suggest the importance of history-focused video games for the formation of historical awareness, especially among the younger generation (Chapman, 2016;Kapell & Elliott, 2013;Pötzsch & Šisler, 2019). Players often spend dozens of hours enjoying these games where they are exposed to real or fictitious historical narratives that invite certain understandings of the past as chosen by game designers (Atkins, 2003). 1 Furthermore, games provide players with agency needed to interact with the represented historical narratives; thus allowing them to challenge those representations and form their own conclusions (Pötzsch & Šisler, 2019). ...
... A direct effort was made to highlight the social values and the historic values apart from many wartime experiences from recent memory. [25,26]. This project covers the design process and user evaluation of a serious war game based on a semi-fictionalized retelling of World War II events during the German occupation of erstwhile Czechoslovakia. ...
... The increasing demand of Islamic media has given rise to a worldwide Islamic media market among Muslims. The Islamic media consumption is giving rise to many political [5,54,59,66], moral [54], legal [115], and social [66,115] concerns around the world. However, digital Islamic sermons have mostly remained understudied in HCI literature. ...