Abstract
Digital games are the world’s most popular and profitable form of entertainment, accounting for 116 billion dollars in yearly revenue and 2.3 billion people playing in 2018. Games taking place during the Second World War and/or involving Nazis constitute a well-established sub-genre within this digital game culture. Given this background, comparatively little attention has been paid to the representation of Nazis in the medium and how this portrayal affects popular imaginations of Nazism and its crimes. This paper aims to investigate these questions and discuss the impact of games set in WW2 on Holocaust memory using the example of the Wolfenstein Game series.
| Translated title of the contribution | Playing with Holocaust symbols. The video game franchise ‘Wolfenstein’ as a case study for digital Holocaust representations |
|---|---|
| Original language | Polish |
| Pages (from-to) | 329-357 |
| Number of pages | 29 |
| Journal | Zagłada Żydów. Studia i Materialy |
| Volume | 2021 |
| Issue number | 17 |
| DOIs | |
| State | Published - 2021 |
Bibliographical note
Publisher Copyright:© 2021, Polish Center for Holocaust Research. All rights reserved.
Keywords
- Holocaust education
- Holocaust studies
- digital memory
- video games
- visual history
ASJC Scopus subject areas
- History