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“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
(E. Pfister, F. Zimmermann, “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, «International Public History», vol. 4, 2021, n. 1, 2021)
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 ...
Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History
(J. Lawler, S. Smith, Reprogramming the History of Video Games: A Historian’s Approach to Video Games and Their History, «International Public History», vol. 4, 2021, n. 1, pp. 47-54, 2021)
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, ...
Playful Curation: A Case Study of Doki-Doki Station Museum’s Role in Preserving Digital Game History in Indonesia
(H.P. Jiwandono, E.R. Purwandi, Playful Curation: A Case Study of Doki-Doki Station Museum’s Role in Preserving Digital Game History in Indonesia, «International Public History», vol. 4, 2021, n. 1, pp. 17-23, 2021)
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 ...