{"title":"数字历史主义:《使命召唤:战争世界》中的档案素材、数字界面和历史效应","authors":"Jaimie Baron","doi":"10.7939/R3BZ61B56","DOIUrl":null,"url":null,"abstract":"Historical videogames offer the promise of a new relationship between the reader of history and the account of an historical event, potentially transforming the “reader” of history into the active “user” or even “maker” of history. Indeed, the concept of historical videogames suggests that the user may play an active part in the construction of historical narratives and, thereby, in the implications of these historical events for the present. In this paper, I examine the appropriation of indexical archival documents into two instances of what I call “digital historicism” – the videogame Call of Duty: World at War (Activision, 2008) and the database narrative Tracing the Decay of Fiction: Encounters with a Film by Pat O’Neill (Pat O’Neill, Rosemary Comella, and Kristy H.A. Kang, 2002) – and their respective historiographic effects. I argue that the appropriations of indexical archival footage in each of these two digital media works produce in the user a phenomenological experience of the documentary “real,” but at the same time shape and limit the meanings that may be attributed to this footage. Indeed, I suggest that Call of Duty, while at the cutting edge of game design, imports and reinforces a conservative and even reactionary historiographic model into the emergent genre of digital history. Moreover, I argue that although Tracing the Decay of Fiction offers a less teleological and more open-ended encounter with the historical past, it is precisely its lack of a singular narrative that may ultimately (and paradoxically) undermine the user’s sense of historiographic agency as she is confronted with the unruly indexical traces of the past.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":" 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"17","resultStr":"{\"title\":\"Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War\",\"authors\":\"Jaimie Baron\",\"doi\":\"10.7939/R3BZ61B56\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Historical videogames offer the promise of a new relationship between the reader of history and the account of an historical event, potentially transforming the “reader” of history into the active “user” or even “maker” of history. 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引用次数: 17
摘要
历史电子游戏为历史读者和历史事件的叙述提供了一种新的关系,有可能将历史的“读者”转变为活跃的“用户”,甚至是历史的“创造者”。事实上,历史电子游戏的概念表明,用户可以在历史叙述的构建中发挥积极作用,从而在这些历史事件对当前的影响中发挥积极作用。在本文中,我研究了索引档案文件的盗用,并将其纳入我所谓的“数字历史主义”的两个实例中——电子游戏《使命召唤:战争世界》(动视,2008)和数据库叙事《追踪小说的衰落:与Pat O 'Neill的电影相遇》(Pat O 'Neill, Rosemary Comella和Kristy H.A. Kang, 2002)——以及它们各自的历史编纂效果。我认为,在这两种数字媒体作品中,对索引档案片段的挪用在用户中产生了纪录片“真实”的现象学体验,但同时也塑造和限制了可能归因于这些片段的意义。事实上,我认为《使命召唤》虽然处于游戏设计的前沿,但却将保守甚至反动的历史模型引入并强化到新兴的数字历史类型中。此外,我认为,尽管《追寻小说的衰败》提供了一种较少目的论的、更开放的与历史的相遇,但正是它缺乏单一的叙述,最终(而且矛盾地)削弱了读者在面对难以驾驭的过去的索引痕迹时的历史能动性。
Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War
Historical videogames offer the promise of a new relationship between the reader of history and the account of an historical event, potentially transforming the “reader” of history into the active “user” or even “maker” of history. Indeed, the concept of historical videogames suggests that the user may play an active part in the construction of historical narratives and, thereby, in the implications of these historical events for the present. In this paper, I examine the appropriation of indexical archival documents into two instances of what I call “digital historicism” – the videogame Call of Duty: World at War (Activision, 2008) and the database narrative Tracing the Decay of Fiction: Encounters with a Film by Pat O’Neill (Pat O’Neill, Rosemary Comella, and Kristy H.A. Kang, 2002) – and their respective historiographic effects. I argue that the appropriations of indexical archival footage in each of these two digital media works produce in the user a phenomenological experience of the documentary “real,” but at the same time shape and limit the meanings that may be attributed to this footage. Indeed, I suggest that Call of Duty, while at the cutting edge of game design, imports and reinforces a conservative and even reactionary historiographic model into the emergent genre of digital history. Moreover, I argue that although Tracing the Decay of Fiction offers a less teleological and more open-ended encounter with the historical past, it is precisely its lack of a singular narrative that may ultimately (and paradoxically) undermine the user’s sense of historiographic agency as she is confronted with the unruly indexical traces of the past.