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“Immersive Historicity in World War II Digital Games”
Stockholm University, Faculty of Humanities, Department of Journalism, Media and Communication (JMK).
2006 (English)In: HUMAN IT: Tidskrift för studier av IT ur ett humanvetenskapligt perspektiv, ISSN 1402-1501, no 8.2, 61–90- p.Article in journal (Other academic) Published
Abstract [en]

In this article I examine the potential feeling of time travel – historical immersion – in the World War II games Medal of Honor: Underground, Medal of Honor: Frontline, Wolfenstein 3D and Return to Castle Wolfenstein. To accomplish this, I make a semiotic analysis of visual and auditory signs based upon the three categories of space, time, and sound. I also consider the element of myth to be an influencing factor. WWII games contribute, in their own way, to our collective memory. Nevertheless, in these games historical facts are not considered as important as excitement, heroes, villains (the dichotomy good/evil), and gothic surroundings. Thus, although they claim to have historical settings and narratives, they are rather reshaping WWII as a stereotypical event with more connections to popular films than to actual historical events.

Place, publisher, year, edition, pages
2006. no 8.2, 61–90- p.
Keyword [en]
Computer / video games, World War II, FPS, immersion, history, representation
National Category
Media and Communications
URN: urn:nbn:se:su:diva-16832OAI: diva2:183352
Available from: 2008-12-29 Created: 2008-12-29 Last updated: 2011-01-11Bibliographically approved

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Kingsepp, Eva
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