“The Führer’s facial hair and name can also be reinstated in the virtual world” Taboos, Authenticity and the Second World War in digital game
Version
Published
Date Issued
2020
Author(s)
Tschiggerl, Martin
Type
Article
Language
English
Abstract
History is not only the construction of a past, but is also its interpretation. In this paper we study examples of taboos in historical representations of World War II in digital games as sources for contemporary collective identities. To this end we analyze two distinct phenomena: legal and cultural taboos determining what can be shown and what can be said in these games. We will show how a cultural and political paradigm shift has occurred in Austria and Germany in recent years. Thus, the portrayal of the Holocaust is no longer only under- stood as a taboo but also as a necessary part of our culture of remembrance. In a second part, we will look at how taboos are not only discussed but also co-con- structed within the gaming community on the occasion of authenticity debates.
Journal
GAME - The Italian Journal of Game Studies
ISSN
2280-7705
Publisher URL
Issue
09
Submitter
BonsmaA
Citation apa
Pfister, E., & Tschiggerl, M. (2020). “The Führer’s facial hair and name can also be reinstated in the virtual world” Taboos, Authenticity and the Second World War
in digital game. In GAME - The Italian Journal of Game Studies (Issue 09). https://doi.org/10.24451/arbor.15839
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I9_GAME_04_PFISTERTSCHIGGERL.pdf
License
Attribution-NonCommercial 4.0 International
Version
published
Size
419.18 KB
Format
Adobe PDF
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