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Representing the Other and the Democratization of History. Polish Reenactors in Nazi Uniforms 代表他者与历史民主化。穿着纳粹制服的波兰演员
IF 0.4 Q2 HISTORY Pub Date : 2021-12-01 DOI: 10.1515/iph-2021-2028
Kamila Baraniecka-Olszewska
Abstract Through a case study of the World War II reenactment movement in Poland, this article analyzes the relationship between the processes of the democratization of history and the normalization of the Nazi past. There are numerous groups whose members dedicate their time to represent Wehrmacht or Waffen-SS units and do so in the public while reenacting battles or restaging historical events. Despite the dominant moral attitude which condemns representing troops that committed war crimes and atrocities, reenactors defend their hobby, offering an alternative, in their opinion, moral and critical way of engaging with the Nazi past. The author argues that presenting views on WWII in the public sphere is possible due to the process of the democratization of history. However, she also demonstrates that the very same process means that reenactors’ efforts are misunderstood by their audiences. Also, these reenactment practices have contributed to normalizing the Nazi past.
摘要本文通过对波兰二战重演运动的个案研究,分析了历史民主化进程与纳粹历史正常化之间的关系。有许多团体的成员专门代表国防军或武装亲卫队部队,并在公众面前重演战斗或重述历史事件。尽管主流的道德态度谴责代表犯下战争罪和暴行的部队,但重演者捍卫了他们的爱好,在他们看来,提供了一种道德和批判的方式来接触纳粹的过去。作者认为,由于历史的民主化进程,在公共领域发表二战观点是可能的。然而,她也证明了同样的过程意味着重演者的努力会被观众误解。此外,这些重演行为也有助于纳粹历史的正常化。
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引用次数: 0
“No One is Ever Ready for Something Like This.” – On the Dialectic of the Holocaust in First-Person Shooters as Exemplified by Wolfenstein: The New Order “没有人会为这样的事情做好准备。”——以《德军总部:新秩序》为例谈第一人称枪击案中大屠杀的辩证法
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2020
Eugen Pfister, Felix Zimmermann
Abstract For almost three decades, the depiction of the Holocaust was considered taboo in digital games. While World War II became a popular historicizing setting for digital games, the crimes of the Nazi regime and the Holocaust in particular remained conspicuously absent. In this article we show that discussions about the fundamental suitability of specific media or media forms for dealing responsibly with the memory of the Nazi regime’s crimes have already taken place several times and that similar arguments can now be applied to the digital game. With this in mind, we pursue the question of whether only so-called serious games are suitable for this purpose, or whether, on the contrary, mainstream blockbuster games – here specifically the first-person shooter Wolfenstein: The New Order – can find ways to maintain the memory of the Holocaust without trivializing it. We approach this question by analyzing chapter 8 of Wolfenstein: The New Order, in which protagonist William “B.J.” Blazkowicz allows himself to be deported to a Nazi concentration camp. We discuss this camp scene dialectically, on the one hand, as an encouragement to rethink the first-person shooter and, on the other hand, as a reproduction of a superficial iconography of the Holocaust.
近30年来,关于大屠杀的描述一直被认为是数字游戏中的禁忌。虽然第二次世界大战成为数字游戏的流行历史背景,但纳粹政权和大屠杀的罪行却明显缺席。在这篇文章中,我们展示了关于特定媒体或媒体形式在负责任地处理纳粹政权罪行记忆方面的基本适用性的讨论已经发生了几次,现在类似的论点可以应用于数字游戏。考虑到这一点,我们探讨的问题是,是否只有所谓的严肃游戏才适合这一目的,或者,相反,主流大片游戏——特别是第一人称射击游戏《德军总部:新秩序》——是否能找到保持对大屠杀记忆的方法,而不使其琐琐化。我们通过分析《德军总部:新秩序》(Wolfenstein: The New Order)第8章来探讨这个问题。Blazkowicz允许自己被驱逐到纳粹集中营。我们辩证地讨论这个营地场景,一方面,作为对第一人称射击游戏重新思考的鼓励,另一方面,作为对大屠杀的肤浅图像的再现。
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引用次数: 1
Hear, Here: Oral History, Gentrification, and Memory Politics 听,在这里:口述历史,中产阶级化和记忆政治
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2015
Ariel Beaujot, M. Hamilton
Abstract Hear, Here is a critical oral history project developed in two gentrifying urban neighborhoods in Canada and the United States. Recorded by our university students, residents and visitors can listen to short first-person stories on their cell phones, the location of which is marked by orange street signs with a toll-free phone number. The process of gentrification results in community groups staking claims to their version of history embodied in the built heritage and cultural landscapes under threat by neglect and demolition. Hear, Here seeks to amplify the voices of those who typically go unheard, and advocates that oral history can be used to challenge policy, preserve diversity, and reveal that gentrification is not inherent in urban change.
摘要听,这是一个批判性口述历史项目,在加拿大和美国的两个绅士化城市社区开发。我们的大学生、居民和游客可以在手机上听简短的第一人称故事,手机的位置用带有免费电话号码的橙色路标标记。绅士化的过程导致社区团体对其历史版本提出主张,这些历史版本体现在受到忽视和拆除威胁的建筑遗产和文化景观中。Hear,Here试图扩大那些通常闻所未闻的人的声音,并主张口述历史可以用来挑战政策,保护多样性,并揭示城市变革中并不固有的绅士化。
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引用次数: 0
Crowdsourced COVID-19 Collections: A Brief Overview 众包新冠肺炎系列:简介
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2021
Tizian Zumthurm
Abstract This article provides an overview of how public historians and other actors collect material on the global COVID-19 pandemic. Their common goal is to archive a diversity of perspectives to document these historic times. Focusing on initiatives that collect from a broader public and that incorporate some sort of crowdsourcing, I distinguish between two approaches: projects that collect something specific and projects that formulate their call more openly. The article discusses the strengths and weaknesses of each approach, what opportunities they open up, and what limits they impose on future research on the pandemic. The 10 selected case studies are based in 10 different countries, represent the variety of institutions that are involved in participatory collecting, and have all published their collections online and are thus useful for teaching and research worldwide.
本文概述了公共历史学家和其他参与者如何收集有关全球COVID-19大流行的材料。他们的共同目标是将不同的观点存档,以记录这些历史时期。专注于从更广泛的公众中收集并结合某种形式的众包的倡议,我区分了两种方法:收集特定内容的项目和更公开地表达其呼吁的项目。本文讨论了每种方法的优点和缺点,它们开辟了什么机会,以及它们对未来的流行病研究施加了什么限制。这10个选定的案例研究来自10个不同的国家,代表了参与参与式收集的各种机构,并且都在网上发布了它们的藏品,因此对全世界的教学和研究都很有用。
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引用次数: 4
Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games 建立电子游戏收藏:从The Strong的国际电子游戏史中心汲取的经验教训
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2019
Jon-Paul C. Dyson
Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.
摘要2006年,强大的国家游戏博物馆开始了一项收集、保存和解释电子游戏历史的倡议。这一努力促成了国际电子游戏史中心和世界电子游戏名人堂的成立。博物馆目前收藏了6万多件与电子游戏相关的文物,以及来自该行业主要创作者和公司的数十万份档案材料。本文讨论了博物馆在游戏任务中所做努力的起源,追踪了the Strong多年来电子游戏计划的发展轨迹,并讨论了博物馆和其他从事电子游戏的机构所面临的一些挑战。
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引用次数: 1
Frontmatter Frontmatter
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-frontmatter1
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引用次数: 0
Playful Curation: A Case Study of Doki-Doki Station Museum’s Role in Preserving Digital Game History in Indonesia 有趣的策展:Doki-Doki站博物馆在保护印度尼西亚数字游戏历史中的作用的案例研究
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2024
Haryo Pambuko Jiwandono, Edeliya Relanika Purwandi
Abstract Digital game preservation is a key element in framing the historical importance of digital game culture. Digital game preservation processes in the global north, particularly in countries such as the United States and the United Kingdom, is well documented because of a well-established game culture. By contrast, digital game preservation in the global south is not as well documented because of the peripheral nature of game culture in those societies. This article seeks to correct this imbalance by asserting the importance of digital game preservation in two ways. First, digital game culture is situated in local practices and culture while acknowledging its near-global presence. Second, we argue that digital games need to be understood as localized formative elements of culture. Our discussion focuses on the Doki-Doki Station Museum located in Bandung, West Java, Indonesia.
数字游戏保存是构建数字游戏文化历史重要性的关键元素。在全球北部,特别是在美国和英国等国家,数字游戏的保存过程已经有了很好的记录,因为它们拥有完善的游戏文化。相比之下,由于游戏文化在这些国家的外围性质,数字游戏保存在这些国家并没有得到很好的记录。本文将从两方面阐述数字游戏保存的重要性,从而纠正这种不平衡。首先,数字游戏文化存在于当地实践和文化中,同时也存在于全球。其次,我们认为数字游戏需要被理解为本土化的文化形成元素。我们的讨论重点是位于印度尼西亚西爪哇万隆的Doki-Doki车站博物馆。
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引用次数: 0
“How Do We Play this Thing?”: The State of Historical Research on Videogames “我们如何玩这个东西?”:电子游戏的历史研究现状
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2023
Dany Guay-Bélanger
Abstract Though previously overlooked by academia, scholars from a wide array of fields now consider videogames as a serious subject of inquiry. The emergence of game studies as a standalone discipline has led to the publication of high-quality work on the medium, yet the field of videogame history is still immature. Initial attempts to introduce critical historical analysis of videogames in a field dominated by journalistic accounts were themselves plagued by an overemphasis on videogame canons and on the United States and Japan. In effect, early writings by videogame historians resembled “great man” theory, something one could qualify as “great game” theory. Over the last decade, this situation has started to be redressed and there are now growing efforts to produce solid historical scholarship on videogames. Still, game scholars and game historians need to collaborate, engage in conversation, and develop and adapt proper methods to conduct historical research on videogames in order to write relevant histories of this relatively young medium.
尽管以前被学术界所忽视,但现在许多领域的学者都将电子游戏视为一个严肃的研究主题。游戏研究作为一门独立学科的出现推动了高质量作品的出版,但电子游戏领域的历史仍然不成熟。最初试图在一个由新闻报道主导的领域中引入对电子游戏的批判性历史分析的尝试本身就受到了过分强调电子游戏经典以及美国和日本的困扰。实际上,电子游戏历史学家的早期著作类似于“伟人”理论,也就是所谓的“伟大游戏”理论。在过去的十年中,这种情况开始得到纠正,现在越来越多的人致力于制作关于电子游戏的可靠的历史学术。尽管如此,游戏学者和游戏历史学家仍然需要合作,参与对话,并开发和调整适当的方法来进行电子游戏的历史研究,以便撰写这一相对年轻的媒体的相关历史。
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引用次数: 1
Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History 重新编程电子游戏的历史:历史学家对电子游戏及其历史的看法
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2018
J. Lawler, S. Smith
Abstract This paper explores the need and opportunities for historians to recognize the importance of video games to their research in modern American history. While this paper is rooted in examples specific to United States history, the call for historians to examine video games, engage with the rich field of games studies, and explore video games as sources in historical scholarship is a universal one, applicable to all fields of history. In this paper we argue that digital games are an essential part of media and cultural history and while media scholars and others interested in game studies have taken up the mantel of video games history, historians have been slow to respond to the medium and even slower to engage with video games as historical sources.
摘要本文探讨了历史学家认识到电子游戏对他们研究美国现代史的重要性的必要性和机会。虽然本文植根于美国历史的具体例子,但呼吁历史学家研究电子游戏,参与丰富的游戏研究领域,并探索电子游戏作为历史学术的来源,这是一个普遍的呼吁,适用于历史的所有领域。在本文中,我们认为数字游戏是媒体和文化史的重要组成部分,尽管媒体学者和其他对游戏研究感兴趣的人已经开始研究电子游戏史,但历史学家对媒体的反应很慢,甚至对将电子游戏作为历史来源的研究也很慢。
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引用次数: 0
Toward a Foucauldian Genealogy of Video Game (Pre)history 走向傅的电子游戏(前)史谱系
IF 0.4 Q2 HISTORY Pub Date : 2021-06-01 DOI: 10.1515/iph-2021-2022
Gabrielle Trépanier-Jobin
Abstract This paper highlights the distortive nature of narrative models that are often employed in video game historiographies to produce captivating tales. More precisely, it argues against: the search for video games’ origin(s); the “chronological-teleological” model based on linear progressions; the “chronological-organic” narrative revolving around a biological-like evolution; the “epistemic breaks” structure based on radical transformations; the “bi-polar” model involving a dialectic of oppositions; and the “cyclical” narrative revolving around postmodern tropes of return, recycling, and retrofitting. In addition to explaining why the uncritical use of these emplotment techniques is problematic, this paper argues in favor of a Foucault-inspired genealogical approach which avoids the quest for the media’s origin(s) and articulates video game history around coexistence, overlaps, interferences, synergies, networks of influences, and discontinuities. This genealogical method also restores the missing inventors, devices, and games in historical records while highlighting the power relations that led to their omission in the first place.
摘要本文强调了视频游戏历史中经常使用的叙事模式的扭曲性,以产生引人入胜的故事。更确切地说,它反对:寻找电子游戏的起源;基于线性进展的“时间目的论”模型;围绕生物进化展开的“时间有机”叙事;基于激进转换的“认识断裂”结构;“两极”模式涉及对立的辩证法;以及围绕着回归、回收和改造的后现代比喻的“周期性”叙事。除了解释为什么不加批判地使用这些挖掘技术是有问题的,本文还支持福柯启发的系谱方法,该方法避免了对媒体起源的追求,并围绕共存、重叠、干扰、协同作用、影响网络和不连续性阐述了电子游戏的历史。这种家谱方法还恢复了历史记录中缺失的发明者、设备和游戏,同时突出了最初导致它们被遗漏的权力关系。
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引用次数: 1
期刊
International Public History
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