公共历史背景下的历史电子游戏:历史的重建、解构和政治化策略

D. Belyaev, Ulyana P. Belyaeva
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引用次数: 0

摘要

今天,历史电子游戏超越了屏幕媒体的纯粹娱乐框架的界限,越来越多地影响着公共历史信息圈的形成。本研究的目的是全面分析历史电子游戏作为构建大众历史意识和实施记忆政治的意识形态策略的工具。在方法论上,本研究基于“公共历史信息圈”和“记忆政治”的概念,以及历史方法和分类方法。此外,本文还运用了比较分析的元素、文物叙事研究的方法和波哥大程序修辞学的光学。该研究确定了在电子游戏叙事程序化背景下传播历史情节的特殊性和本质。从电子游戏的交互程序本质出发,揭示了“关于过去的故事”复制的原始可能性和客观约束。论证了电子游戏的程序化和主观用户存在方式赋予了它根茎化和游牧化的特征。电子游戏建筑学旨在解构“存在的形而上学”和传统历史叙事的主要压抑实例特征。同时,基于G. Frasca的模拟概念,揭示了历史电子游戏重建的三种主要形式:事实(情节和背景)、逻辑动态和混合。本文指出了电子游戏中扭曲、神话化和政治化历史的最常见方式。特别关注的是电子游戏情节中“反苏联主义”的意识形态概念的解释,作为对苏联政权的准历史批评形式和“冷战”修辞的延续。研究结果可用于公共历史空间的专家评估,识别相关的媒介工具和构成其语义框架的有意义的概念。此外,某些结论对于屏幕数字媒体中实施的记忆策略的有效校正是必不可少的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Historical Video Games in the Context of Public History: Strategies for Reconstruction, Deconstruction and Politization of History
Today, historical video games going beyond the boundaries of the purely entertainment framework of screen media are increasingly influencing the formation of the public history infosphere. The aim of the study is a comprehensive analysis of historical video games as a tool for constructing mass historical consciousness and the implementation of ideologized strategies for the politics of memory. Methodologically, the work is based on the concepts of “public history infosphere” and “politics of memory”, as well as the historical method and classification approach. In addition, elements of comparative analysis, the method of narrative research of cultural artifacts and the optics of I. Bogost’s procedural rhetoric are used. The study determines the specificity and nature of broadcasting historical plots in the context of procedural actualization of video game narratives. Starting from the interactive-procedural nature of video games, the original possibilities and objective constraints in the reproduction of “stories about the past” are revealed. It is demonstrated that the programmatic and subjective-user modalities of a video game existence endow it with rhizome and nomadic characteristics. Video game architectonics has an intention to deconstruct the “metaphysics of presence” and the main repressive instances characteristic of traditional historical narrative. At the same time, based on the concept of simulations by G. Frasca, three main formats of historical video game reconstructions are revealed: factual (plot and setting), logical-dynamic and hybrid. The article identifies the most common ways of distorting, mythologizing and politicizing history in video games. Special attention is paid to the explication of the ideologized concept of “anti-Sovietism” in video game plots, as a form of quasi-historical criticism of the Soviet regime and the continuation of the rhetoric of the “Cold War”. The results of the study can be used in the expert assessment of the space of public history, in the identification of relevant media tools and meaningful concepts that form its semantic framework. In addition, certain conclusions are essential for the effective correction of memory policy strategies implemented in screen digital media.
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