Manufacturing Consent in Video Games—The Hegemonic Memory Politics of Metal Gear Solid V: The Phantom Pain (2015)

E. Hammar
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引用次数: 4

Abstract

In this article I argue that the structural conditions of global capitalism and postcolonialism encourage game developers to rearticulate hegemonic memory politics and suppress subaltern identities. This claim is corroborated via an application of Edward Herman and Noam Chomsky’s propaganda model to the Japanese-developed video game Metal Gear Solid V: The Phantom Pain. This case study highlights that the hegemonic articulations of colonial histories are not exclusive to Western entertainment products where instead modes of production matter in the ‘manufacturing of mnemonic hegemony’. I also propose that the propaganda model, while instructive, can be improved further by acknowledging a technological filter and the role of the subaltern. Thus, the article furthers the understanding of the relation between production and form in contemporary technological phenomena like video games and how this relation motivates hegemonic articulations of the past in contemporary mass culture.
电子游戏中的制造同意——《合金装备5:幻痛》(2015)的霸权记忆政治
在本文中,我认为全球资本主义和后殖民主义的结构条件鼓励游戏开发者重新阐明霸权记忆政治并压制次等身份。爱德华·赫尔曼(Edward Herman)和诺姆·乔姆斯基(Noam Chomsky)的宣传模型在日本开发的电子游戏《合金装备5:幻痛》(Metal Gear Solid V: the Phantom Pain)中的应用证实了这一说法。本案例研究强调了殖民历史的霸权表达并不仅限于西方娱乐产品,相反,生产模式在“制造助记霸权”中起着重要作用。我还提出,宣传模式虽然具有指导意义,但可以通过承认技术过滤器和下层社会的作用来进一步改进。因此,本文进一步理解了电子游戏等当代技术现象中生产与形式之间的关系,以及这种关系如何在当代大众文化中激发对过去的霸权表达。
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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