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EXPLORING ISLAMIC HISTORY IN THE DIGITAL AGE THROUGH VIDEO GAMES: AN INTRODUCTORY ANALYSIS WITHIN THE FRAMEWORK OF KNIGHTS OF THE LIGHT

Year 2024, Volume: 19 Issue: 1, 87 - 101, 09.03.2024
https://doi.org/10.34082/islamiilimler.1449523

Abstract

This article analyses the computer game ‘Knights of the Light: The Prologue,’ which focuses on a theme from the early periods of Islamic history, and evaluates its role in the teaching and learning Islamic history. The game centres around the Battle of Qādisiyya (15/636), a critical juncture during one of the significant milestones for Muslims in their struggle against the Sassanids, marking a pivotal moment in the early Islamic conquests. Commanders Qaʿqāʿ b. ʿAmr and his brother ʿĀṣim b. ʿAmr, who played crucial roles in the events leading up to the eradication of the Sassanids from the historical stage, are the primary figures in this game. Despite encountering some technical flaws and receiving unfavourable feedback from players, the game’s commendable effort to adhere to historical data and accurately present the conditions of that period deserves recognition. In this regard, the game becomes the focal point of this article concerning the instruction and education of Islamic history. Factors such as the prominence of learning materials through computer games, the vivid portrayal of historical events, and the encouragement of students to delve into more profound research, as exemplified by this game, suggest the effectiveness of such games as valuable tools in the education of Islamic history.

References

  • Barlak, Yasemin. “Cerîr b. Abdullah el-Becelî’nin Askerî ve Siyasi Faaliyetleri (633-674)”. Ondokuz Mayıs Üniversitesi İlahiyat Fakültesi Dergisi 52 (2022), 263-286. https://doi.org/10.17120/omuifd.1110987
  • al-Balādhurī, Aḥmad b. Yaḥyā b. Jābir. Futūḥ al-buldān. Beirut: Dār wa Maktaba al-Hilāl, 1988.
  • Buhari, Ömer Kemal. “Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism”. Games and Culture, 155541202311582. https://doi.org/10.1177/15554120231158241
  • Carretero, Mario, Brady Wagoner and Everardo Perez-Manjarrez. “Introduction. Approaching Historical Reenactments”. Historical Reenactment. 1-18. Berghahn Books, 2022.
  • CD Projekt Red. “The Witcher Trilogy”. CD Projekt, 2007, 2011 and 2015.
  • Chapman, Adam. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. New York & London: Routledge, Taylor & Francis Group, 2018.
  • Chapman, Adam, Anna Foka and Jonathan Westin. “Introduction: What Is Historical Game Studies?” Rethinking History 21/3 (2017), 358-371. https://doi.org/10.1080/13642529.2016.1256638
  • Cıngı, Mustafa. “Dijital Oyunseverlerin İslamofobi İçerikli Oyunlara Bakışı”. Medya ve Din Araştırmaları Dergisi 1/1 (2018), 49-72.
  • al-Dīnawarī, Abū Ḥanīfa Aḥmad b. Dāvūd. al-Akhbār al-ṭiwāl. critical ed. ʿAbdulmunʿim ʿĀmir. Cairo: n.d., 1960.
  • Elliott, Andrew. “Simulations and Simulacra: History in Video Games”. Práticas Da História Journal on Theory, Historiography and Uses of the Past 2017/5 (2017), 11-41.
  • Español, Darío. “New Perspectives for the Dissemination of Medieval History: Re-Enactment in Southern Europe, a View from the Perspective of Didactics”. Imago Temporis: Medium Aevum 13 (2019), 333-359. https://doi.org/10.21001/itma.2019.13.15
  • García-Sánchez, Pablo, Antonio M. Mora, Pedro A. Castillo and Ignacio J. Pérez. “A Bibliometric Study of the Research Area of Videogames Using Dimensions.Ai Database”. Procedia Computer Science 162 (2019), 737-744. https://doi.org/10.1016/j.procs.2019.12.045
  • González-González, José-Manuel, Jesús-Gerardo Franco-Calvo and Darío Español-Solana. “Educating in History: Thinking Historically through Historical Reenactment”. Social Sciences 11/6 (2022), 256. https://doi.org/10.3390/socsci11060256
  • Gökalp, Hüseyin. Irak’ın Fethi ve İslamlaşma Süreci. İnsan Yayınları, 2021.
  • Granic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. “The Benefits of Playing Video Games”. American Psychologist 69/1 (2014), 66-78. https://doi.org/10.1037/a0034857
  • Griffiths, Mark. “The Educational Benefits of Videogames”. Education and Health 20/3 (2002), 47-51.
  • Hiriart, Juan. “Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms”. In Historia Ludens: The Playing Historian. New York & London: Routledge, 2019.
  • Houghton, Robert (ed.). Playing the Crusades: Engaging the Crusades, Volume Five. London: Routledge, 2021. https://doi.org/10.4324/9780429293269
  • Houghton, Robert. Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact. Walter de Gruyter GmbH & Co KG, 2022.
  • Ibn ʿAbd al-Barr al-Namarī, Abū ʿUmar Jamāl al-Dīn Yūsuf b. ʿAbdullāh b. Muḥammad. al-Istīʿāb fī maʿrifat al-aṣḥāb. critical ed. ʿAlī Muḥammad al-Bacāvī. 4 vols. Beirut: Dar al- Cīl, 1413/1992.
  • Kara, Hamza. Ka’kâ’ b. Amr et-Temîmi ve Tarihi Kişiliği. İnönü Üniversitesi, Sosyal Bilimler Enstitüsü, Master Thesis, 2020. http://abakus.inonu.edu.tr/xmlui/handle/11616/18643
  • Khalīfa b. Khayyāṭ, Abū ʿAmr al-ʿUṣfurī. Taʾrīkh. critical ed. Akram Ḍiyā al-ʿUmarī. Damascus & Beirut: Muʾassasa al-Risāla, 1397/1977.
  • Lewis, Katherine J. “Grand Theft Longboat: Using Video Games and Medievalism to Teach Medieval History”. In Historia Ludens: The Playing Historian. ed. Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland and Pat Cullum. 54-70. New York: Routledge, 2020.
  • McMichael, Andrew. “PC Games and the Teaching of History”. The History Teacher 40/2 (2007), 203-218.
  • Okumuş, Ejder. “İslamofobik Oyunda Müslümanlar / The Muslims in the Islamophobic Game”. İlahiyat Akademi 6 (2017), 37-68.
  • Olsson, Tore. “Teaching History with Video Games”. The American Historical Review 128/4 (2023), 1755-1775. https://doi.org/10.1093/ahr/rhad488
  • Özkan, Merve Nur. Dijital Oyunlarda Kutsal Sembolizmi ve Oyuncularına Yansımaları. İstanbul: İbn Haldun Üniversitesi, Lisansüstü Eğitim Enstitüsü, Master Thesis, 2022.
  • Özüdoğru-Erdoğan, Halide Nur. “Dijital Oyunlarda İslam Karşıtlığı”. Current Perspectives in Social Sciences 26/1 (2022), 162-168.
  • Paradox Development Studio. “Crusader Kings II: Sword of Islam”. Paradox Interactive, 2012.
  • Paradox Development Studio. “Fashion of the Abbasid Court”. Paradox Interactive, 2020.
  • Rejack, Brian. “Toward a Virtual Reenactment of History: Video Games and the Recreation of the Past”. Rethinking History 11/3 (2007), 411-425. https://doi.org/10.1080/13642520701353652
  • Rochat, Yannick. “A Quantitative Study of Historical Video Games (1981–2015)”. In Historia Ludens: The Playing Historian. ed. Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland and Pat Cullum. 3-19. New York: Routledge, 2020.
  • Rumbling Games Studio. “Knights of the Light: The Prologue”. Rumbling Games Studio, 2020.
  • Šisler, Vít. “Digital Arabs: Representation in Video Games”. European Journal of Cultural Studies 11/2 (2008), 203-220. https://doi.org/10.1177/1367549407088333
  • Šisler, Vít. “From Kuma\War to Quraish: Representation of Islam in Arab and American Video Games”. In Playing with Religion in Digital Games. ed. Heidi A. Campbell - Gregory P. Grieve. 109. Bloomington & Indianapolis: Indiana University Press, 2014.
  • Šisler, Vít, Holger Pötzsch, Tereza Hannemann, Jaroslav Cuhra and Jaroslav Pinkas. “History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen”. Games and Culture 17/6 (2022), 901-914. https://doi.org/10.1177/15554120221115402
  • Spring, Dawn. “Gaming History: Computer and Video Games as Historical Scholarship”. Rethinking History 19/2 (2015), 207-221. https://doi.org/10.1080/13642529.2014.973714
  • al-Ṭabarī, Abū Jaʿfar Muḥammad b. Jarīr b. Yazīd al-Āmilī. Taʾrīkh al-rusul wa al-mulūk wa Ṣila Taʾrīkh al-Ṭabarī. 11 vols. Beirut: Dār al-Turās̱, 1387/1967.
  • TaleWorlds. “Mount & Blade: Warband”. TaleWorlds Entertainment, 2010.
  • Uzunyaylali, Muhammet Emin. “Klasik Arap Şiirinde Örnek Bir Şair ve Komutan Ka‘ka‘ b. ‘Amr et-Temîmî”. Atatürk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 24/ Special Vol. (2020), 57-83.
  • Wainwright, A. Martin. “Teaching Historical Theory through Video Games”. The History Teacher 47/4 (2014), 579-612.
  • Yorulmaz, Bilal. “Dijital Oyunlarda Müslüman Temsili”. Medya ve Din Araştırmaları Dergisi 1/2 (2018), 275-286.
  • Yücesoy, Hayrettin. “Kādisiye Savaşı”. Türkiye Diyanet Vakfı İslâm Ansiklopedisi. 24/136-137. İstanbul: TDV Yayınları, 2001.
  • Yücesoy, Hayrettin. “Ka‘kā‘ b. Amr”. Türkiye Diyanet Vakfı İslâm Ansiklopedisi. 24/216. İstanbul: TDV Yayınları, 2001.

DİJİTAL DÜNYADA İSLÂM TARİHİNİ BİLGİSAYAR OYUNLARI ÜZERİNDEN KEŞFETMEK: KNIGHTS OF THE LIGHT ADLI OYUN ÇERÇEVESİNDE ALANA BİR GİRİŞ

Year 2024, Volume: 19 Issue: 1, 87 - 101, 09.03.2024
https://doi.org/10.34082/islamiilimler.1449523

Abstract

Bu makale, yakın zamanda piyasaya sürülen ve İslâm tarihinin erken dönemlerindeki bir temasını odak noktasına alan ‘Knights of the Light: The Prologue’ adlı bilgisayar oyununu incelemekte ve bu oyunun İslâm tarihinin öğrenimi ve öğretimindeki rolünü değerlendirmektedir. İncelemeye alınan bilgisayar oyunu, Müslümanların Sâsânîler’e karşı mücadelesinde önemli dönüm noktalarından ve yine ilk İslâm fetihlerin kritik eşiklerinden biri olan Kâdisiyye Savaşı’na (15/636) odaklanmaktadır. Sâsânîler’in tarih sahnesinden silinmesinde kilit bir konumda olan bu savaş öncesinde büyük mücadeleler gösteren komutanlardan Ḳaʿḳāʿ b. ʿAmr ve kardeşi ʿÂṣım b. ʿAmr, bu oyunun en temel iki figürüdür. Bazı teknik hatalar barındırması ve oyunculardan olumsuz geri dönüş almasına rağmen oyunun tarihî verilere sadık kalma çabası ve oyunculara dönemin atmosferini doğru bir şekilde sunma çabası takdir edilmelidir. Bu yönüyle bahsi geçen oyun, İslâm tarihinin öğrenimi ve öğretimi noktasında bu makalenin konusu olmuştur. Çalışmanın temel hedefi, söz konusu oyunun İslâm tarihi öğrenimine ne şekilde katkı sağladığını ve sağlayabileceğini ortaya koymaktır. Bu oyun örnekliğinde bilgisayar oyunları aracılığıyla öğrenme materyallerinin öne çıkması, tarihî olayları canlandırma ve öğrencilerin daha derin bir araştırma yapmaya yönlendirilmesi gibi faktörler, bu tür oyunların İslâm tarihi eğitiminde etkili bir araç olabileceğini göstermektedir.

References

  • Barlak, Yasemin. “Cerîr b. Abdullah el-Becelî’nin Askerî ve Siyasi Faaliyetleri (633-674)”. Ondokuz Mayıs Üniversitesi İlahiyat Fakültesi Dergisi 52 (2022), 263-286. https://doi.org/10.17120/omuifd.1110987
  • al-Balādhurī, Aḥmad b. Yaḥyā b. Jābir. Futūḥ al-buldān. Beirut: Dār wa Maktaba al-Hilāl, 1988.
  • Buhari, Ömer Kemal. “Dates, Carpets, and Pearl Necklaces: The Case of Anno 1404s Exotic Orientalism”. Games and Culture, 155541202311582. https://doi.org/10.1177/15554120231158241
  • Carretero, Mario, Brady Wagoner and Everardo Perez-Manjarrez. “Introduction. Approaching Historical Reenactments”. Historical Reenactment. 1-18. Berghahn Books, 2022.
  • CD Projekt Red. “The Witcher Trilogy”. CD Projekt, 2007, 2011 and 2015.
  • Chapman, Adam. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. New York & London: Routledge, Taylor & Francis Group, 2018.
  • Chapman, Adam, Anna Foka and Jonathan Westin. “Introduction: What Is Historical Game Studies?” Rethinking History 21/3 (2017), 358-371. https://doi.org/10.1080/13642529.2016.1256638
  • Cıngı, Mustafa. “Dijital Oyunseverlerin İslamofobi İçerikli Oyunlara Bakışı”. Medya ve Din Araştırmaları Dergisi 1/1 (2018), 49-72.
  • al-Dīnawarī, Abū Ḥanīfa Aḥmad b. Dāvūd. al-Akhbār al-ṭiwāl. critical ed. ʿAbdulmunʿim ʿĀmir. Cairo: n.d., 1960.
  • Elliott, Andrew. “Simulations and Simulacra: History in Video Games”. Práticas Da História Journal on Theory, Historiography and Uses of the Past 2017/5 (2017), 11-41.
  • Español, Darío. “New Perspectives for the Dissemination of Medieval History: Re-Enactment in Southern Europe, a View from the Perspective of Didactics”. Imago Temporis: Medium Aevum 13 (2019), 333-359. https://doi.org/10.21001/itma.2019.13.15
  • García-Sánchez, Pablo, Antonio M. Mora, Pedro A. Castillo and Ignacio J. Pérez. “A Bibliometric Study of the Research Area of Videogames Using Dimensions.Ai Database”. Procedia Computer Science 162 (2019), 737-744. https://doi.org/10.1016/j.procs.2019.12.045
  • González-González, José-Manuel, Jesús-Gerardo Franco-Calvo and Darío Español-Solana. “Educating in History: Thinking Historically through Historical Reenactment”. Social Sciences 11/6 (2022), 256. https://doi.org/10.3390/socsci11060256
  • Gökalp, Hüseyin. Irak’ın Fethi ve İslamlaşma Süreci. İnsan Yayınları, 2021.
  • Granic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. “The Benefits of Playing Video Games”. American Psychologist 69/1 (2014), 66-78. https://doi.org/10.1037/a0034857
  • Griffiths, Mark. “The Educational Benefits of Videogames”. Education and Health 20/3 (2002), 47-51.
  • Hiriart, Juan. “Designing and Using Digital Games as Historical Learning Contexts for Primary School Classrooms”. In Historia Ludens: The Playing Historian. New York & London: Routledge, 2019.
  • Houghton, Robert (ed.). Playing the Crusades: Engaging the Crusades, Volume Five. London: Routledge, 2021. https://doi.org/10.4324/9780429293269
  • Houghton, Robert. Teaching the Middle Ages through Modern Games: Using, Modding and Creating Games for Education and Impact. Walter de Gruyter GmbH & Co KG, 2022.
  • Ibn ʿAbd al-Barr al-Namarī, Abū ʿUmar Jamāl al-Dīn Yūsuf b. ʿAbdullāh b. Muḥammad. al-Istīʿāb fī maʿrifat al-aṣḥāb. critical ed. ʿAlī Muḥammad al-Bacāvī. 4 vols. Beirut: Dar al- Cīl, 1413/1992.
  • Kara, Hamza. Ka’kâ’ b. Amr et-Temîmi ve Tarihi Kişiliği. İnönü Üniversitesi, Sosyal Bilimler Enstitüsü, Master Thesis, 2020. http://abakus.inonu.edu.tr/xmlui/handle/11616/18643
  • Khalīfa b. Khayyāṭ, Abū ʿAmr al-ʿUṣfurī. Taʾrīkh. critical ed. Akram Ḍiyā al-ʿUmarī. Damascus & Beirut: Muʾassasa al-Risāla, 1397/1977.
  • Lewis, Katherine J. “Grand Theft Longboat: Using Video Games and Medievalism to Teach Medieval History”. In Historia Ludens: The Playing Historian. ed. Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland and Pat Cullum. 54-70. New York: Routledge, 2020.
  • McMichael, Andrew. “PC Games and the Teaching of History”. The History Teacher 40/2 (2007), 203-218.
  • Okumuş, Ejder. “İslamofobik Oyunda Müslümanlar / The Muslims in the Islamophobic Game”. İlahiyat Akademi 6 (2017), 37-68.
  • Olsson, Tore. “Teaching History with Video Games”. The American Historical Review 128/4 (2023), 1755-1775. https://doi.org/10.1093/ahr/rhad488
  • Özkan, Merve Nur. Dijital Oyunlarda Kutsal Sembolizmi ve Oyuncularına Yansımaları. İstanbul: İbn Haldun Üniversitesi, Lisansüstü Eğitim Enstitüsü, Master Thesis, 2022.
  • Özüdoğru-Erdoğan, Halide Nur. “Dijital Oyunlarda İslam Karşıtlığı”. Current Perspectives in Social Sciences 26/1 (2022), 162-168.
  • Paradox Development Studio. “Crusader Kings II: Sword of Islam”. Paradox Interactive, 2012.
  • Paradox Development Studio. “Fashion of the Abbasid Court”. Paradox Interactive, 2020.
  • Rejack, Brian. “Toward a Virtual Reenactment of History: Video Games and the Recreation of the Past”. Rethinking History 11/3 (2007), 411-425. https://doi.org/10.1080/13642520701353652
  • Rochat, Yannick. “A Quantitative Study of Historical Video Games (1981–2015)”. In Historia Ludens: The Playing Historian. ed. Alexander von Lünen, Katherine J. Lewis, Benjamin Litherland and Pat Cullum. 3-19. New York: Routledge, 2020.
  • Rumbling Games Studio. “Knights of the Light: The Prologue”. Rumbling Games Studio, 2020.
  • Šisler, Vít. “Digital Arabs: Representation in Video Games”. European Journal of Cultural Studies 11/2 (2008), 203-220. https://doi.org/10.1177/1367549407088333
  • Šisler, Vít. “From Kuma\War to Quraish: Representation of Islam in Arab and American Video Games”. In Playing with Religion in Digital Games. ed. Heidi A. Campbell - Gregory P. Grieve. 109. Bloomington & Indianapolis: Indiana University Press, 2014.
  • Šisler, Vít, Holger Pötzsch, Tereza Hannemann, Jaroslav Cuhra and Jaroslav Pinkas. “History, Heritage, and Memory in Video Games: Approaching the Past in Svoboda 1945: Liberation and Train to Sachsenhausen”. Games and Culture 17/6 (2022), 901-914. https://doi.org/10.1177/15554120221115402
  • Spring, Dawn. “Gaming History: Computer and Video Games as Historical Scholarship”. Rethinking History 19/2 (2015), 207-221. https://doi.org/10.1080/13642529.2014.973714
  • al-Ṭabarī, Abū Jaʿfar Muḥammad b. Jarīr b. Yazīd al-Āmilī. Taʾrīkh al-rusul wa al-mulūk wa Ṣila Taʾrīkh al-Ṭabarī. 11 vols. Beirut: Dār al-Turās̱, 1387/1967.
  • TaleWorlds. “Mount & Blade: Warband”. TaleWorlds Entertainment, 2010.
  • Uzunyaylali, Muhammet Emin. “Klasik Arap Şiirinde Örnek Bir Şair ve Komutan Ka‘ka‘ b. ‘Amr et-Temîmî”. Atatürk Üniversitesi Sosyal Bilimler Enstitüsü Dergisi 24/ Special Vol. (2020), 57-83.
  • Wainwright, A. Martin. “Teaching Historical Theory through Video Games”. The History Teacher 47/4 (2014), 579-612.
  • Yorulmaz, Bilal. “Dijital Oyunlarda Müslüman Temsili”. Medya ve Din Araştırmaları Dergisi 1/2 (2018), 275-286.
  • Yücesoy, Hayrettin. “Kādisiye Savaşı”. Türkiye Diyanet Vakfı İslâm Ansiklopedisi. 24/136-137. İstanbul: TDV Yayınları, 2001.
  • Yücesoy, Hayrettin. “Ka‘kā‘ b. Amr”. Türkiye Diyanet Vakfı İslâm Ansiklopedisi. 24/216. İstanbul: TDV Yayınları, 2001.
There are 44 citations in total.

Details

Primary Language English
Subjects History of Islam
Journal Section Articles
Authors

Halil İbrahim Yılmaz 0000-0001-9607-2794

Publication Date March 9, 2024
Submission Date January 2, 2024
Acceptance Date February 22, 2024
Published in Issue Year 2024 Volume: 19 Issue: 1

Cite

ISNAD Yılmaz, Halil İbrahim. “EXPLORING ISLAMIC HISTORY IN THE DIGITAL AGE THROUGH VIDEO GAMES: AN INTRODUCTORY ANALYSIS WITHIN THE FRAMEWORK OF KNIGHTS OF THE LIGHT”. İslami İlimler Dergisi 19/1 (March 2024), 87-101. https://doi.org/10.34082/islamiilimler.1449523.

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