Encountering the Sacred Past: Religious Experience and Historical Empathy in Assassin’s Creed Valhalla
Abstract
1. Introduction
1.1. Assassin’s Creed and Valhalla
1.2. Previous Research
1.3. Historical Empathy
2. Materials and Methods
- (1)
- Historical context—the game may incorporate scholarly knowledge about Norse and Christian religion throughout the game.
- (2)
- Perspective taking—the game presents historically informed religious worldviews that may shape characters’ motivations and interpretations.
- (3)
- Affective engagement—the game may create emotional responses through narrative sequences grounded in rituals, beliefs, and faith-based relationships if the player has similar life experiences.
3. Results
3.1. Religion in Valhalla—Content and Findings
3.2. Christian Traditions and Celebrations in Valhalla
Reverend father. We, the farmers of the fields surrounding Saint Albanes Abbey ask that pilgrims from Lunden no longer be welcome. We all pray to Saint Albanes as the first Mercian martyr. They consume barrels of ale and destroy the fields we plow. In the memory of our beloved saint, please send these people away.
His life on the coach of God was one of piety and devotion. Living from the mud and with the birds the angels did visit him, they told him the proper way of living without jewels, without fatty meals. No one lives proper anymore. Find a corner in the world and eat the apples our orchards provide. For otherwise we are doomed.
3.3. Christian Rites and Rituals in Valhalla
3.4. Christian Burial Customs in Valhalla
3.5. Norse Celebrations and Traditions in Valhalla
3.6. Norse Rites and Rituals in Valhalla
A danes offering something violent afflicts my son he has not eaten or drank in four days. Not slept for he shakes in the night, crying sad tears. It is no illness I have seen; thus, it must be a curse. One that I fear will bring about the end of his life. To the Gods, I offer the lifeblood of my horse. I hope an offering such as this appeases them, for only their strength may save my son now.
Now comes the dragon to feed on his favorite meal, the blood eagle. The birth of a blood eagle is a sight to behold, my friend. First, I slice the length of your spine, now I pull back the flesh, out comes the lungs, as we spread them like wings.
3.7. Norse Burial Practices in Valhalla
4. Discussion
4.1. Historical Empathy Through Gameplay Related to Religion in Valhalla
4.2. Historical Contextualization
4.3. Perspective Taking
4.4. Affective Connections
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| AC | Assassin’s Creed |
Appendix A
| Episode | Religion | Representative Think-Aloud Reflections | HC | PT | AC | Authors’ Analytical Discussions for Affordances |
|---|---|---|---|---|---|---|
| Norse burials | Norse | The Norse burials appeared authentic. Richly detailed. Diverse burials. Possible to understand how and why the characters acted as they did concerning burials. Feeling and compassion for the ones left behind. Felt sadness. | ✓ | ✓ | ◯ | Supports affordances for HC and support for PT if knowledgeable in history or guided by teachers. AC depends on personal experiences of loss. |
| Yule festival | Norse | The festival resembled Christmas traditions. The Yule festival is celebrated because of the shifting seasons and makes it possible to understand why Vikings celebrated. The festival seemed authentic. Detailed descriptions like ornaments. | ✓ | ✓ | ◯ | Supports affordances for HC and PT. AC depends on familiarity with seasonal traditions. |
| Ostara festival | Norse | The festival appeared similar to Easter celebrations, for example, the egg hunt. Detailed descriptions of scenes. Colorful scenery. The festival seemed credible, and it is understandable why the Norse celebrated. | ✗ | ✓ | ◯ | Historical authenticity is contested: limited support for HC. May provide affordances for PT. AC depends on familiarity with seasonal traditions. |
| Sigrblot | Norse | The festival resembled midsummer celebrations. Similar to other festivals in the game. Understandable why the Vikings make sacrifices before raiding. | ✓ | ✓ | ◯ | Consistent with available historical sources. Supports affordances for HC and PT. AC difficult as it differs from modern experiences. |
| Ritual killings (Blood eagle) | Norse | Some ritual killings appeared exaggerated, such as the Blood eagle. Unpleasant scenery. Difficult to understand why Ivar acted as he did. | ◯ | ✗ | ✗ | Limited support for the criteria: historical basis remains uncertain. |
| Sacrifices | Norse | The offerings appeared historically plausible and similar to other historical sources. Richly detailed and diverse. It was possible to comprehend why the Norse sacrificed to their gods. Sacrifices are very different from today. | ✓ | ✓ | ◯ | Supported by historical sources: Supports affordances for HC and PT. Limited opportunity for AC. |
| Episode | Religion | Representative Think-Aloud Reflections | HC | PT | AC | Authors’ Analytical Discussions for Affordances |
|---|---|---|---|---|---|---|
| Wedding | Christian | Several elements resembled contemporary Christianity, and gaming as Eivor made the experience feel authentic. Detailed representations. | ✓ | ✓ | ✓ | Support affordances for HC and PT but needs historical knowledge. AC depends on prior experience, which is likely. |
| Pilgrimage | Christian | The letters resembled other descriptions of Christian pilgrimage. The game provides context to why and how the monks participate in pilgrimage. | ✓ | ✓ | ✗ | Supports affordances for HC and PT if players have historical knowledge. AC depends on experiences. |
| Fasting | Christian | The fasting practice differed from contemporary understandings of fasting. The game made it possible to comprehend why they fasted. | ✓ | ✓ | ◯ | Supports affordances HC and PT. AC varies according to personal experiences |
| Prayers | Christian | The prayers resembled contemporary forms of Christian prayer. The game provides context for why they prayed in different situations. | ✓ | ✓ | ✓ | Supports affordances for HC and PT. AC depends on familiarity with religious practice but is familiar. |
| Mass | Christian | The Mass resembled one’s own experiences of Christian services. Evidence supported. It was understandable why the Christians attended mass. | ✓ | ✓ | ✓ | Supports affordances for HC and PT. AC depends on prior experience. |
| Burials | Christian | The burial practices showed similarities to modern traditions. Although some depictions differed from contemporary practices. It is obvious why and how they buried their loved ones. The feelings were apparent in the characters. | ✓ | ✓ | ✓ | Supports affordances for HC and PT: AC depends on funeral experiences and mourning. |
References
- Aarseth, E. (2003, May 19–23). Playing research: Methodological approaches to game analysis. Digital Arts and Culture Conference (pp. 28–29), Melbourne, Australia. [Google Scholar]
- Aarseth, E., & Mortensen, T. E. (2021). Dataspill og metode: En samtale med Espen Aarseth og Torill Mortensen. Norsk Medietidsskrift, 28(4), 1–9. [Google Scholar] [CrossRef] [Scilit]
- Atkinson, A. (2017). Virtually sacred: Sacred space, ritual, and narrative in Assassin’s Creed, Far Cry and The Talos Principle. The Journal of Religion and Popular Culture, 29(1), 55–68. [Google Scholar] [CrossRef] [Scilit]
- Bandlien, B. (2025). En kort introduksjon til vikingtiden. Cappelen Damm Akademisk. [Google Scholar]
- Barndon, R., & Olsen, A. B. (2018). En grav med smedverktøy fra tidlig vikingtid på Nordheim i Sogndal. Viking, 81, 63–88. [Google Scholar] [CrossRef] [Scilit][Green Version]
- Bello, R. S. (2025). The problem of memory in the Assassin’s Creed series (2007–2020). Games and Culture, 20(3), 298–315. [Google Scholar] [CrossRef] [Scilit]
- Bergman, M. (2021). “Kill all the Christians!”: Representation of religion in AC Valhalla [Master’s thesis, University of Utrecht]. [Google Scholar]
- Berry, A., & Kitchen, J. (2021). Who does self-study and why? Studying Teacher Education, 17(2), 119–121. [Google Scholar] [CrossRef] [Scilit]
- Boltz, L. O. (2017). “Like hearing from them in the past”: The cognitive affective model of historical empathy in videogame play. International Journal of Gaming and Computer-Mediated Simulations, 9(4), 1–18. [Google Scholar] [CrossRef] [Scilit]
- Bondioli, N., Texeira Bastos, M., & Carneiro, L. C. (2019). History, design and archaeology: The reception of Julius Caesar and the representation of gender and agency in Assassin’s Creed Origins. In die Skriflig/In Luce Verbi, 53(2), a2431. [Google Scholar] [CrossRef] [Scilit]
- Braslasu, V. M., & MacArthur, I. (2019). An account of the Danes and Norwegians in England, Scotland and Ireland in notebook VI.B.37. Genetic Joyce Studies, (19), 1–19. Available online: https://www.geneticjoycestudies.org/static/issues/GJS19/GJS19_Braslasu_MacArthur2.pdf (accessed on 6 September 2026).
- Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3, 77–101. [Google Scholar] [CrossRef] [Scilit]
- Bugge, A. (1910). Ragnar Lodbrok og hans sønner. Heimskringla. Available online: https://heimskringla.no/wiki/Ragnar_Lodbrok_og_hans_s%C3%B8nner (accessed on 6 September 2026).
- Casey, C. (2021). Assassin’s Creed Origins: Video games as time machines. Near Eastern Archaeology, 84(1), 71–78. [Google Scholar]
- Champion, E. (2015). Critical gaming: Interactive history and virtual heritage. Ashgate Publishing. [Google Scholar]
- Champion, E., & Hiriart, J. (2023). Assassin’s Creed in the classroom: History’s playground or a stab in the dark. Walter de Gruyter GmbH & Co. KG. [Google Scholar]
- Chapman, A. (2016). Digital games as history: How video games represent the past and offer access to historical practice. Routledge. [Google Scholar] [CrossRef] [Scilit]
- Chapman, A., Foka, A., & Westin, J. (2017). Introduction: What is historical game studies? Rethinking History, 21(3), 358–371. [Google Scholar] [CrossRef] [Scilit]
- Cook, K. M. (2024). Stephanie Economou. Assassin’s creed valhalla: Dawn of ragnarok. Ubisoft Music, 2022. Journal of the Society for American Music, 18(1), 90–91. [Google Scholar] [CrossRef] [Scilit]
- Cowen, N. (2021, July 2). How Assassin’s Creed Valhalla plays with the Viking past. History hit.com. Available online: https://www.historyhit.com/gaming/how-assassins-creed-valhalla-plays-with-the-viking-past/ (accessed on 16 March 2026).
- De Groot, J. (2009). Consuming history: Historians and heritage in contemporary popular culture (2nd ed.). Routledge. [Google Scholar]
- De Wildt, L., & Aupers, S. (2019). Playing the other: Role playing religion in videogames. European Journal of Cultural Studies, 22(5–6), 867–884. [Google Scholar] [CrossRef] [Scilit]
- Dougherty, M. J. (2016). The untold history of The Vikings. Cavendish Square Publishing. [Google Scholar]
- Draycott, J., & Cooke, K. (Eds.). (2022). Women in classical video games. Bloomsbury Publishing. [Google Scholar]
- Egenfeldt Nielsen, S., Smith, J. H., & Tosca, S. P. (2019). Understanding video games (4th ed.). Routledge. [Google Scholar]
- Eklund, L., & Zanescu, A. (2024). Times they are A-changin’? Evolving representations of women in the Assassin’s Creed franchise. Games and Culture. Advance online publication. [Google Scholar] [CrossRef] [Scilit]
- Endacott, J. L., & Brooks, S. (2013). An updated theoretical and practical model for promoting historical empathy. Social Studies Research and Practice, 8(1), 41–58. [Google Scholar] [CrossRef] [Scilit]
- Erll, A. (2011). Memory in culture. Palgrave Macmillan. [Google Scholar]
- Ferrer, M. (2015). Historie og film—De overordna spørsmålene. Historikeren, 1, 39–44. [Google Scholar]
- Gibbons, L. (2024). Looking down not up: Designing for wandering. M/C Journal, 27(6). [Google Scholar] [CrossRef] [Scilit]
- Gilbert, L. (2019). “Assassin’s Creed reminds us that history is human experience”: Students’ senses of empathy while playing a narrative video game. Theory & Research in Social Education, 47(1), 108–137. [Google Scholar] [CrossRef] [Scilit]
- Grufstedt, Y., & Houghton, R. (2024). Christian Vikings storming templar castles: Anachronism as a teaching tool. In E. Champion, & J. F. Hiriart (Eds.), ›Assassin’s Creed‹ in the classroom: History’s playground or a stab in the dark? (Vol. 15, p. 65). Walter de Gruyter GmbH & Co. KG. [Google Scholar]
- Hadley, D. M. (2011). Late Saxon burial practice. Oxford University Press. [Google Scholar]
- Hammar, E. L. (2016). Counter-hegemonic commemorative play: Marginalized pasts and the politics of memory in the digital game Assassin’s Creed: Freedom cry. Rethinking History, 21(3), 372–395. [Google Scholar] [CrossRef] [Scilit]
- Hammar, E. L. (2019). Producing and playing hegemonic pasts: Historical digital games as memory-making media [Doctoral thesis, UiT The Arctic University of Norway]. [Google Scholar]
- Harnes, H. B. (2023, August 21). Historisk empati—Ei viktig øving i perspektivtaking. Utdanningsnytt. Available online: https://www.utdanningsnytt.no/bedre-skole-fagartikkel-fagfornyelse/historisk-empati-ei-viktig-oving-i-perspektivtaking/290370 (accessed on 6 September 2026).
- Hatlen, J. F. (2020). Historikerens kode: Veien til historisk forståelse. Universitetsforlaget. [Google Scholar]
- Herman, J. (2021). A review of Assassin’s Creed: Valhalla’s sensationalized history. Gamevironments, (14), 257–262. [Google Scholar] [CrossRef]
- Hiriart, J. (2023). Empathy and historical learning in Assassin’s Creed Valhalla discovery tour. In E. Champion, & J. F. Hiriart Vera (Eds.), Assassin’s Creed in the classroom: History’s playground or a stab in the dark? (pp. 133–150). De Gruyter. [Google Scholar] [CrossRef] [Scilit]
- Hutton, R. (2008). Modern pagan festivals: A study in the nature of tradition. Folklore, 119(3), 251–273. [Google Scholar] [CrossRef] [Scilit]
- Iggers, G. (2005). Historiography in the twentieth century: From scientific objectivity to the postmodern challenge (2nd ed.). Wesleyan University Press. [Google Scholar]
- Jansen, E. (2020, November 6). Dette er Norge i Assassin’s Creed Valhalla. Available online: https://www.gamer.no/artikler/dette-er-norge-i-assassins-creed-valhalla/502185 (accessed on 6 September 2026).
- Johanson, L. B. (2018). Historiske dataspill—En vei inn til historieforståelse? In L. B. Johanson, & S. S. Karlsen (Eds.), Restart: Å være digital i skole og utdanning (pp. 105–119). Universitetsforlaget. [Google Scholar]
- Johanson, M. B. (2022). Assassin’s creed valhalla. Historisk signifikans og historisk empati [Master’s thesis, UiT The Arctic University of Norway]. [Google Scholar]
- Kaald, M. K. (2024). Discovery tour: Viking age i historieundervisningen [Master’s thesis, NTNU]. [Google Scholar]
- Kapell, M., & Elliot, A. (2013). Introduction: To build a past that will “stand the test of time”. In M. Kapell, & A. Elliot (Eds.), Playing with the past (pp. 1–32). Bloomsbury. [Google Scholar]
- Karsenti, T., & Parent, S. (2020). Teaching history with the video game Assassin’s Creed: Effective teaching practices and reported learning. Review of Science, Mathematics and ICT Education, 14(1), 27–45. [Google Scholar] [CrossRef]
- Kunzelman, C. (2025). Everything is permitted: On Assassin’s Creed. University of Minnesota Press. [Google Scholar]
- Lankoski, P., & Björk, S. (2015). Formal analysis of gameplay. In P. Lankoski, & S. Björk (Eds.), Game research methods (pp. 23–37). ETC Press. [Google Scholar]
- Lasausse, L. (2024). Vikings and gaming: Cultural representations of the north in video games. In Viking heritage and history in Europe (pp. 142–155). Routledge. [Google Scholar]
- Leibovitz, L. (2015). God in the machine: Video games as spiritual pursuit (3rd ed.). Templeton Press. [Google Scholar]
- Lévesque, S. (2005). Teaching second order concepts in Canadian history: The importance of “historical significance”. Canadian Social Studies, 39(2), n2. [Google Scholar] [CrossRef] [Scilit]
- Mathews, S. H. (2015). Christian fasting: Biblical and evangelical perspectives. Lexington Books. [Google Scholar]
- McCall, J. (2023). Gaming the past: Using video games to teach secondary history (2nd ed.). Routledge. [Google Scholar]
- Metzger, S., & Paxton, R. (2016). Gaming history: A framework for what video games teach about the past. Theory & Research in Social Education, 44(4), 532–564. [Google Scholar] [CrossRef] [Scilit]
- Murphy, L. J., Fuller, H. R., Willan, P. L. T., & Gates, M. A. (2022). An anatomy of the blood eagle: The practicalities of Viking torture. Speculum, 97(1), 1–39. [Google Scholar] [CrossRef] [Scilit]
- Nationalmuseet. (n.d.). The clothes and jeweellery of the Vikings. Available online: https://en.natmus.dk/historical-knowledge/denmark/prehistoric-period-until-1050-ad/the-viking-age/the-people/clothes-and-jewellery/ (accessed on 6 September 2026).
- Näsström, B. M. (2001). Blot: Tro og offer i det førkristne Norden. Pax Forlag. [Google Scholar]
- Nordberg, A. (2006). Jul, disting och fökyrklig tideräkning Kalendrar ock kalendariske riter i det förkristne Norden (Acta Acedemiae Regiae Gustavi Adolphi, 91). Kungl. Gustav Adolfs Akademien för Svensk Folkkultur. [Google Scholar]
- Norwegian Directorate for Education and Training. (2020). Curriculum for history (HIS01-03). Available online: https://www.udir.no/lk20/his01-03/om-faget/kjerneelementer?lang=nob (accessed on 6 September 2026).
- Pernoud, R. (2006). Martin of tours: Soldier, bishop, and saint. Ignatius Press. [Google Scholar]
- Politopoulos, A., Mol, A. A. A., Boom, K. H. J., & Ariese, C. E. (2019). “History is our playground”: Action and authenticity in Assassin’s Creed: Odyssey. Advances in Archaeological Practice, 7(3), 317–323. [Google Scholar] [CrossRef] [Scilit]
- Rasmussen, T., & Thomassen, E. (2002). Kristendommen: En historisk innføring. Universitetsforlaget. [Google Scholar]
- Reparaz, M. (2021, June 12). Assassin’s Creed Valhalla’s road ahead unveiled, second year of content announced. Ubisoft News. Available online: https://news.ubisoft.com/en-gb/article/6SGnxJHaKvhz4PU3hZ1FYA/assassins-creed-valhallas-road-ahead-unveiled-second-year-of-content-announced (accessed on 6 September 2026).
- Rosenstone, R. (1995). Visions of the past: The challenge of film to our idea of history. Harvard University Press. [Google Scholar]
- Rubio-Campillo, X. (2024). What history are we playing today? An analysis over 50 years of historical board games. Cogent Arts & Humanities, 11(1), 2417503. [Google Scholar] [CrossRef] [Scilit]
- Seixas, P., & Morton, T. (2013). The big six: Historical thinking concepts (2nd ed.). Nelson Education. [Google Scholar]
- Skjoldi, J. (2023). Skål! Skål Skål! Assassin’s Creed Valhalla som spillramme for ludisk vikingidentitet. Novus Forlag. [Google Scholar]
- Spring, D. (2015). Gaming history: Computer and video games as historical scholarship. Rethinking History, 19(2), 207–221. [Google Scholar] [CrossRef] [Scilit]
- Stamou, S., Apostolakis, K. C., & Stehpanidis, C. (2026). An Integrative Review of Empathy, Attitude Change, and Historical Consciousness in Games: Mapping Gaps and Opportunities in Game-based Digital Heritage Research. Heritage, 9, 13. [Google Scholar] [CrossRef] [Scilit]
- Steinsland, G. (2005). Norrøn religion: Myter, riter, samfunn. Pax Forlag. [Google Scholar]
- Stenton, F. (1971). Anglo saxon England. Oxford University Press. [Google Scholar]
- Stephan, R. (2024). Student feedback on Archaeogaming: Perspectives for a classics classroom. Journal of Computer Applications in Archaeology, 7(1), 126–133. [Google Scholar] [CrossRef] [Scilit]
- Stylegar, F. A. (2009, August 10). Trell og frihals. Arkeologi. Available online: http://arkeologi.blogspot.com/2009/08/trell-og-frihals.html (accessed on 6 September 2026).
- Ubisoft Studios Montreal. (2021). Assassin’s creed valhalla. Ubisoft. Available online: https://www.ubisoft.com/sv-se/game/assassins-creed/valhalla/post-launch/dawn-of-ragnarok (accessed on 6 September 2026).
- Uricchio, W. (2005). Simulation, history and computer games. In J. Raessens, & J. Goldstein (Eds.), Handbook of computer games studies (pp. 327–338). MIT Press. [Google Scholar]
- Weber, M. (2026). ‘Pray like a Viking!’ popularising norse mythology and religion in video games with historical settings: The case of Assassin’s Creed Valhalla (2020). Popularising the Middle Ages in Modern Fantasy: Neomedievalism, Video Games, and Vikings, 32, 143. [Google Scholar] [CrossRef] [Scilit]
- Wettlaufer, J. (2024). Visual representations of weddings in the middle ages: Reflections of legal, religious, and cultural aspects. Religions, 15(8), 1011. [Google Scholar] [CrossRef] [Scilit]
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content. |
© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
Share and Cite
Johanson, M.B.; Johanson, L.B. Encountering the Sacred Past: Religious Experience and Historical Empathy in Assassin’s Creed Valhalla. Educ. Sci. 2026, 16, 1512. https://doi.org/10.3390/educsci16091512
Johanson MB, Johanson LB. Encountering the Sacred Past: Religious Experience and Historical Empathy in Assassin’s Creed Valhalla. Education Sciences. 2026; 16(9):1512. https://doi.org/10.3390/educsci16091512
Chicago/Turabian StyleJohanson, Mathias Bergum, and Lisbeth Bergum Johanson. 2026. "Encountering the Sacred Past: Religious Experience and Historical Empathy in Assassin’s Creed Valhalla" Education Sciences 16, no. 9: 1512. https://doi.org/10.3390/educsci16091512
APA StyleJohanson, M. B., & Johanson, L. B. (2026). Encountering the Sacred Past: Religious Experience and Historical Empathy in Assassin’s Creed Valhalla. Education Sciences, 16(9), 1512. https://doi.org/10.3390/educsci16091512
