The present article aims to analyse the content of nine game prototypes produced in the Óbidos Cultural Game Jam, organized in the context of EPIC-WE, a European project dedicated to game-making through a cultural lens. The research focus was on its representation of the Carnation Revolution, an historical event that led to the implementation of democracy in Portugal. Games were divided into three categories, based primarily on the protagonist’s role and depiction of revolutionary action. Games under the “hero” category attributed maximum importance to the protagonist as a revolutionary agent, “helpers” focused on small tasks that contributed to the revolution as a whole and “villains” opted for thrusting the player into oppressive roles as a way to critique the dictatorship
Assis et al. (Sun,) studied this question.