{"title":"IMPLICATED GAMING: CHOICE AND COMPLICITY IN LUDIC HOLOCAUST MEMORY","authors":"TAMIKA GLOUFTSIS","doi":"10.1111/hith.12277","DOIUrl":null,"url":null,"abstract":"<p>Holocaust memorial sites and institutions have begun to embrace new media and digital technologies as methods of communication, public engagement, and memorialization. Despite increasing numbers of interactive digital media projects focused on Holocaust education, there is a significant gulf between the topics addressed by digital Holocaust works and those conceptualized and studied at a higher level in scholarly Holocaust literature. Most notably, challenging questions regarding the categories of bystandership, complicity, and perpetration are largely ignored in favor of traditional victim-focused narratives. I suggest that, in their eagerness to adopt virtual reality (VR) and mixed reality (MR) technologies, digital Holocaust memory projects have neglected the significant potential of nonimmersive video games to address questions regarding bystandership and complicity. By moving away from the perceptual immersion of VR and toward the ludic and simulative arguments of video games, digitally interactive Holocaust projects may be able to lessen the risks of over-immersion and retraumatization that are antithetical to critical historical thinking and understanding. This article examines the 2013 game <i>Papers, Please</i> as an example of how video games can present sophisticated arguments about human agency, bystandership, and complicity. By placing players in a historical problem space laden with impossible moral choices, <i>Papers, Please</i> demonstrates the systemic forces that structure human behavior under extreme, violent, and authoritarian conditions. I argue that Holocaust-based ludic digital media modeled after <i>Papers, Please</i> could explore bystandership and complicity in similarly nuanced and powerful ways, potentially touching on academic Holocaust concepts such as the “choiceless choices” of “the gray zone.” Addressing these topics in ludic historical media could help to bridge the gap between popular and scholarly understandings of the Holocaust in the twenty-first century.</p>","PeriodicalId":47473,"journal":{"name":"History and Theory","volume":"61 4","pages":"134-151"},"PeriodicalIF":1.1000,"publicationDate":"2022-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1111/hith.12277","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"History and Theory","FirstCategoryId":"98","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1111/hith.12277","RegionNum":2,"RegionCategory":"历史学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HISTORY","Score":null,"Total":0}
引用次数: 0
Abstract
Holocaust memorial sites and institutions have begun to embrace new media and digital technologies as methods of communication, public engagement, and memorialization. Despite increasing numbers of interactive digital media projects focused on Holocaust education, there is a significant gulf between the topics addressed by digital Holocaust works and those conceptualized and studied at a higher level in scholarly Holocaust literature. Most notably, challenging questions regarding the categories of bystandership, complicity, and perpetration are largely ignored in favor of traditional victim-focused narratives. I suggest that, in their eagerness to adopt virtual reality (VR) and mixed reality (MR) technologies, digital Holocaust memory projects have neglected the significant potential of nonimmersive video games to address questions regarding bystandership and complicity. By moving away from the perceptual immersion of VR and toward the ludic and simulative arguments of video games, digitally interactive Holocaust projects may be able to lessen the risks of over-immersion and retraumatization that are antithetical to critical historical thinking and understanding. This article examines the 2013 game Papers, Please as an example of how video games can present sophisticated arguments about human agency, bystandership, and complicity. By placing players in a historical problem space laden with impossible moral choices, Papers, Please demonstrates the systemic forces that structure human behavior under extreme, violent, and authoritarian conditions. I argue that Holocaust-based ludic digital media modeled after Papers, Please could explore bystandership and complicity in similarly nuanced and powerful ways, potentially touching on academic Holocaust concepts such as the “choiceless choices” of “the gray zone.” Addressing these topics in ludic historical media could help to bridge the gap between popular and scholarly understandings of the Holocaust in the twenty-first century.
期刊介绍:
History and Theory leads the way in exploring the nature of history. Prominent international thinkers contribute their reflections in the following areas: critical philosophy of history, speculative philosophy of history, historiography, history of historiography, historical methodology, critical theory, and time and culture. Related disciplines are also covered within the journal, including interactions between history and the natural and social sciences, the humanities, and psychology.