Many young people - and not so young - spend more hours at the controls of a console than with a book in their hands.

But not everything is wasted time or mere entertainment.

Modern video games have reached such a level of development that they are also an informative source that is not as deficient as it might seem at first glance.

So much so that the new documentary production of the

Historia

channel

in Spain resorts precisely as a narrative element to the universe of video games, a sector that in Spain has a community of

16 million users

, according to data from the Spanish Association of Videogames.

Throughout six chapters,

Gamer Sapiens

immerses itself in World War II, the Roman Empire or the Middle Ages thanks to the analysis that some thirty experts from different disciplines make of

more than 40 titles,

including historical bestsellers such as

Call of Duty

,

Civilization

,

Age of Empires

;

or the long-awaited

Cyberpunk 2077

that has not yet hit the market.

Gamer Sapiens

premieres in History -channel available on the main payment platforms- next

Tuesday, December 1

at 10:00 p.m. with the broadcast of the first two chapters:

Pirates

and

World War II

.

The next two Tuesdays, at the same time, the other four episodes of the series will be broadcast, also in double broadcast:

Alternative Past and Future

and

The Middle Ages

(on December 8);

and

Classic cultures

and

From monkeys to gods

(December 15).

'Rome Total War'.

Historians, military personnel, aviation pilots, master gunsmiths, geographers, anthropologists, engineers or fencing instructors analyze from the areas in which they are experts which aspects that appear in video games with a historical setting are true to reality and which are

mere errors narrative licenses or even pure myths

.

For example,

Gamer Sapiens

teaches that the armor with which medieval knights are usually represented has little to do with reality.

On the other hand, the classic

white pirate shirt

is not only faithful but also has an explanation: dirt could make any cut deadly and the spotless clothing helped prevent potential sources of infection.

Some war game developers even consult with veteran associations for approval before releasing a new title.

"Players are becoming more and more adults and they demand that the video game be more credible and much better documented," says

David Martínez Robles

, editor-in-chief of

Hobby Consolas

magazine

.

As revealed, during the development of a game about World War II, the sound of the comb jump of an

M1 Garand rifle

when the ammunition runs out

was studied in the open field

to replicate it exactly.

"The series combines the narrative quality of a documentary on the Historia channel with the interactivity factor of a video game," underlines

Sergio Ramos

, vice president of programming for The History Channel Iberia, who highlights that this project offers a "completely unprecedented approach on television. ».

"The video game today is the most powerful source of culture in intensity that exists," says

Gonzalo Suárez

, designer of the successful

Commandos

series of games

, carried out by the Spanish company

Pyro Studios

.

If film and television have already contributed to historical dissemination in previous generations, modern video games add value to learning first-person immersion.

A kid who has been moving between screens in

Battlefield

will have quite internalized what the key battles that decided World War II are, just as the

Praetorians

fan will

know the organization and hierarchy of the Roman Army by heart.

"One of the important things that the video game allows and that is not common to other informative tools is to be able to live the story interactively," says

Daniel Ventura

, producer of

Gamer Sapiens

.

'The Last of Us'.

David Martínez Robles emphasizes this aspect: "One enjoys and learns much more when he is the protagonist of the events that are seen in video games".

And he adds: "It is educational not only because of what the video game itself narrates, but also because it is capable of

generating a concern in the player

to investigate the historical field or the characters that appear in their favorite games."

But the didactic capacity of modern video games goes far beyond the lessons for

millennial

high school graduates

.

In a metahistoric twist, consoles and computers

can determine the future course of history

.

Thus, some of the professional simulators that the Armies of many countries use to train their pilots or drivers of armored cars are developed from technologies created by the video game industry, such as

Steel Beast

.

The

gamer

universe

has also served as a field for sociological experiments.

A study by New York University determined that the optimal group in clans to play

World of Warcraft

is

about 50 people divided into groups of between six and 12

.

In the Neolithic, tribes were organized in the same way, according to an anthropologist in Gamer Sapiens.

"In prehistoric times the human being already found the pattern to socialize and nowadays in video game championships those patterns are replicated without looking for it", Daniel Ventura emphasizes.

The story is cyclical: from Homo Sapiens to

Gamer Sapiens

.

According to the criteria of The Trust Project

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