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EN
In scientific discourse, high-budget remakes of classic digital games have been claimed as the purest examples of “retrospective nostalgia” on part of players and developers. This article aims to rehabilitate the remake and demake hobbyist development as a historical practice, reinstating the former game culture instead of simply thriving on players’ nostalgic feelings. Citing examples of Hervé Monchatre, Dominique Pessan, and the Abandonware France organization, the author shows different methods of the same practice – porting French 8-bit retro games into other 8-bit gaming platforms. The indicated retro game ports are more than instances of “retrospective nostalgia.” While their development seems l’art pour l’art, they nevertheless raise historical awareness about the former game culture.
EN
Prior feminist studies in the field of digital education focus primarily on the need to retrain teachers and the need to attract women to programming. Digital games have been a part of both formal and informal education processes for several decades. Despite their longstanding prominence, the potential for gender education has not yet been fully explored. The paper focuses on specific games and uses content analysis to focus on the interactive, narrative and audiovisual components of digital games and on individual motifs or mechanics that are associated with appropriate feminist themes. The main aim of the article is to showcase the abilities and limits of educational digital games created by independent developers to teach players within the gaming community about topics of sexuality. The text also shows how individual games can help in the field of gender education. At the same time, by examining the game market, we estimate what possibilities independent educational games have for reaching audiences in gaming culture.
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