{"title":"瓦尔基里亚编年史游戏和“可爱的”战争记忆","authors":"Iskandar Zulkarnain, Otniel Joviand Christiandrew","doi":"10.21512/jggag.v8i1.9744","DOIUrl":null,"url":null,"abstract":"In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.","PeriodicalId":168245,"journal":{"name":"Journal of Games, Game Art, and Gamification","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Valkyria Chronicles Game and the “Cute” Memory of War\",\"authors\":\"Iskandar Zulkarnain, Otniel Joviand Christiandrew\",\"doi\":\"10.21512/jggag.v8i1.9744\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.\",\"PeriodicalId\":168245,\"journal\":{\"name\":\"Journal of Games, Game Art, and Gamification\",\"volume\":\"18 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-06-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Games, Game Art, and Gamification\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21512/jggag.v8i1.9744\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Games, Game Art, and Gamification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21512/jggag.v8i1.9744","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
在本文中,我们分析了数字游戏作为一种记忆生成和保存模式,特别是在二战题材的游戏中。以日本制作的PS3游戏《女武神编年史》(2008)为例,我们展示了这类游戏的意识形态方面,即通过我们所谓的“算法记忆”过程重新塑造第二次世界大战的记忆。借用Alexander R. Galloway的“算法”概念,我们认为《Valkyria Chronicles》将叙事寓言和玩法算法结合在一起,创造了关于第二次世界大战记忆的“可爱”视角,这与战争期间日本的历史角色密切相关。这款游戏以20世纪30年代的欧洲为背景,结合了大屠杀的集体记忆和非典型的第二次世界大战的算法结构。我们认为,这种结合产生了一种双屏幕记忆,试图在处理日本二战创伤记忆时唤起一种共同的情感。总而言之,我们的文章展示了数字游戏作为一种特定文化的记忆生产和保存场所的能力,提供了对二战的循环和新视角的复杂结合。
Valkyria Chronicles Game and the “Cute” Memory of War
In this article we analyzed digital games as a mode of memory production and preservation especially in the genre of World War II games. Using a Japanese-produced PS3 game, Valkyria Chronicles (2008), we demonstrated the ideological aspects of this type of games in (re)shaping the memory of the World War II through what we called “allegorithmic memory” process. Borrowing from Alexander R. Galloway’s conception of “allegorithm,” we argued that the combination of narrative allegory and gameplay algorithm in Valkyria Chronicles has produced a “cute” perspective on the memory of World War II that is closely tied to the historical role of Japan during the War. Set in an alternate 1930s Europe, the game combined the collective memory of Holocaust with an atypical representation of World War II in its allegorithmic structure. We argued that this combination has produced a double screen memory that attempted to invite a shared affection in dealing with Japanese traumatic memory of World War II. In conclusion, our article demonstrated the capacity of digital games as a culturally-specific site of memory production and preservation offering a complex combination of recycled and new perspective of World War II.