{"title":"国务秘书pamięci。《勇敢的心:伟大的战争是我对我们的记忆》是一本关于文化历史的书","authors":"Marcin Pigulak","doi":"10.14746/i.2021.38.09","DOIUrl":null,"url":null,"abstract":"The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.","PeriodicalId":37086,"journal":{"name":"Images (Poland)","volume":"39 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2021-06-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Gry pamięci. Valiant Hearts: The Great War i My Memory of Us w perspektywie kultury historycznej\",\"authors\":\"Marcin Pigulak\",\"doi\":\"10.14746/i.2021.38.09\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.\",\"PeriodicalId\":37086,\"journal\":{\"name\":\"Images (Poland)\",\"volume\":\"39 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-06-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Images (Poland)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.14746/i.2021.38.09\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Arts and Humanities\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Images (Poland)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.14746/i.2021.38.09","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Arts and Humanities","Score":null,"Total":0}
引用次数: 0
摘要
本文旨在概述电子游戏《Valiant Hearts: The Great War》(育碧蒙彼利埃,2014年)和《My Memory of Us》(Juggler games, 2018年)如何使用叙事和有趣的结构来创造关于第一次世界大战和第二次世界大战的纪念故事。作者引用了历史文化的概念(在Jörn r sen的解释中),并着眼于设计师的意图(数字游戏是对过去的纪念),类型相似性(2D平台游戏),中间融合和媒体接受等问题,检查了这两款电子游戏之间的联系。他讨论了设计师和用户之间的文化协议策略,分析了作为游戏玩法一部分的历史叙述,研究了个人和集体视角之间的关系,并描述了强化玩家对两场战争受害者认同的沉浸机制。
Gry pamięci. Valiant Hearts: The Great War i My Memory of Us w perspektywie kultury historycznej
The paper aims to outline how video games Valiant Hearts: The Great War (Ubisoft Montpellier, 2014) and My Memory of Us (Juggler Games, 2018) use narrative and ludic structures to create commemorative stories about the First World War and the Second World War. The author refer to the concept of historical culture (among others, in Jörn Rüsen’s interpretation) and examine the connections between the two video games focusing on the issue of designers’ intentions (digital games as examples of the commemoration of the past), the genre similarity (2D platform games), the intermedial convergence and the press reception. He discusses the strategy of the cultural agreement between designers and users, analyzes historical narratives as a part of the gameplay, examines relations between the individual and collective’s perspective and characterizes immersion’s mechanisms which reinforce players’ identification with the victims of both wars.