Participation of Director Adrianna Paradowska in the Debate “(Great) History in Games”

The debate “(Great) History in Games” took place on March 26, 2025, at 6:00 PM in the Janusz Kurtyka Foundation venue. The discussion aimed to explore questions such as whether gaming is an effective element of historical policy and what kind of world history games narrate.

The Debate “(Great) History in Games” at Warsaw’s Lantern of History

On March 26, the Lantern of History in Warsaw, located at Puławska Street 152, hosted a debate titled “(Great) History in Games.” Among the invited guests was Adrianna Paradowska, Deputy Director of the New Technology Division at the Institute of National Remembrance (IPN). Other participants included Łukasz Pogoda from the IPN’s National Education Division and Bartłomiej Król, President of the Warsaw Chapter of the Students for the Republic Association.

Topics Addressed

The discussion covered various topics, including:

Director Paradowska shared her experiences working on IPN’s educational games, such as Cyphers Game and Aviators – War in the Skies. She emphasized that the goal of these projects is to popularize knowledge of Polish history in an engaging and accessible manner for the younger generation. She highlighted the importance of game creators utilizing the Institute’s archives to ensure both high-quality content and compelling gameplay.

The debate also analyzed how games portray Polish history in the context of world history. Participants discussed whether games about Polish history appeal to players and which narratives dominate these productions. The potential of games as a tool for historical policy was also examined, with a focus on their effectiveness in shaping the historical awareness of the younger generation.

Conclusions from the Debate “(Great) History in Games”

The debate offered valuable insights into the role of games in historical education and their potential as tools to enhance historical awareness, foster empathy, and promote civic attitudes.

The discussion concluded with findings highlighting both the opportunities and challenges of using games to popularize history. Educational games have the potential to resonate with school-aged youth more effectively than traditional learning methods. However, considerations such as the digital competencies of students and teachers, as well as the challenges posed by digital exclusion, must be addressed. Success in this field also requires continuous dialogue between game creators and audiences.