Impact of Censorship on the ‘Historical’ Video-Game

James Piggott
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Abstract

This article presents two related ideas. Firstly, video-games should be considered a historically relevant medium through their capacity to generate narratives and lessons of the past. Secondly, the issue of censorship – the doctoring of the past when creating said narratives – is as equally detrimental to history as shown within video-games as it is in alternative formats. The historical significance of censorship within video-games, however, has been largely ignored, mainly due to the perceived ‘trivial’ or ‘ludified’ nature of the medium. As a result, the historiographical capacity of video-games continues to be trivialised and undermined. These arguments are covered over three sections. The first unpacks several criticisms of video-games, in turn showing the medium’s historical capacity. The second uses the example of Nazism to describe and explain the presence of censorship within video-games and the rationale that informs it. The final section links these two ideas, discussing the historical impact of censorship within video-games and why the ‘ludic frame’ of video-games seemingly shadows their equally significant ‘historical frame’. 
审查制度对“历史”电子游戏的影响
本文提出了两个相关的观点。首先,电子游戏应该被认为是一种与历史相关的媒介,因为它们能够创造过去的故事和教训。其次,审查问题(游戏邦注:即在创造叙述时篡改过去)对电子游戏中的历史和其他形式的历史同样有害。然而,审查在电子游戏中的历史意义在很大程度上被忽视了,这主要是由于人们认为这种媒体的“琐碎”或“低俗”性质。因此,电子游戏的历史编纂能力继续被轻视和削弱。这些论点将在三个部分中讨论。第一篇文章揭示了对电子游戏的一些批评,反过来展示了这种媒体的历史能力。第二种是用纳粹主义的例子来描述和解释电子游戏中审查制度的存在及其基本原理。最后一部分将这两个观点联系起来,讨论审查制度在电子游戏中的历史影响,以及为什么电子游戏的“滑稽框架”似乎掩盖了它们同样重要的“历史框架”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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