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WORLD WAR II AND THE VIDEO GAME

Alberto Venegas Ramos



 

More than 20 million people own the Call of Duty WWII video game (Sledgehammer, 2017). This example is not an exception, it is a sample of a reality: history video games reach a greater number of people than cinema or literature, an audience that consumes historical content in which the historian's profession is invisible. In them, players experience the story by interacting with it. However, these facts and historical processes that they present to the public, since they are not under the gaze of the historian, are based on a previous aesthetic memory, retro-places, topics and previous representations of that moment made in mass culture. The developers do not use historical works or primary sources to create their titles with few exceptions.


Given this situation, it can be said that the history video game has become one of the main mediators between society and its past. Therefore, it is our duty to ask ourselves about its content, its form, its production and its reception in order to answer questions such as: do players who enjoy video games set in the past learn history? And, if the answer is affirmative, what history do they learn? How has the historical content of these titles been shaped? How does it affect, if it does, historical knowledge?


Given this situation, it seems necessary to examine said content and evaluate its relevance as a historical narrative. To do this, we will examine the causes and consequences of these representations with the intention of evaluating the impact that it may have on the knowledge of the past among the general public. We will not defend the veracity and accuracy of the data in the video game medium, but we will defend the authenticity of this data and the responsibility that comes with using it, since we consider that historical knowledge is not only essential for our contemporaneity, but also the appreciation of the past and the profession of historian is of supreme relevance for our work and its relations with the public sphere.

 

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

Spanish

Paperback

9788491271321

2022

359

OTHER NAMES

  • La II Guerra Mundial y el videojuego

 

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Publishers: #PublicaUEx (PublicaUEx Editorial)

Languages: #Spanish

Format: #Paperback

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Year: #Year2022


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