The Problem of Memory in the Assassin's Creed Series (2007–2020)

IF 2.4 2区 文学 Q1 COMMUNICATION
Robson Scarassati Bello
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引用次数: 0

Abstract

The purpose of this paper is to examine how History and Memory are depicted in the video game series Assassin's Creed from 2007 to 2020. These games aim to recreate various historical periods by immersing the player's character from the present into the memories of their ancestors’ using technology. Assassin's Creed portrays the past through specific means: a narrative conveyed through events, spatially explorable environments, and, most importantly, the ability to interact with these elements. The series presents a supposedly multicultural perspective by offering its own interpretations of “historical truth” and collective memory. I argue contend that cultural products, when reinterpreted in the context of contemporary discussions and their own unique format, significantly influence the perception of certain historical moments in the collective imagination.
刺客信条系列(2007-2020)中的记忆问题
本文的目的是研究2007年至2020年电子游戏系列《刺客信条》中的历史和记忆是如何被描绘出来的。这些游戏旨在通过将玩家角色从现在沉浸到他们祖先的记忆中,从而重现不同的历史时期。《刺客信条》通过特定方式描绘了过去:通过事件传达的叙述,空间探索环境,最重要的是,与这些元素互动的能力。该系列通过提供自己对“历史真相”和集体记忆的解释,呈现了一种据称是多元文化的视角。我认为,当文化产品在当代讨论及其独特形式的背景下重新解释时,会显著影响集体想象中对某些历史时刻的感知。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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